<?xml version='1.0' encoding='UTF-8'?>

<Proto version='4'>
	<Unit id='0' name='InvisibleProjectile'>
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		<DisplayNameID>22885</DisplayNameID>
		<EditorNameID>22890</EditorNameID>
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		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>NoUnitAI</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id='1' name='Cannonball'>
		<DBID>21</DBID>
		<DisplayNameID>22888</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\cannonball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='2' name='TrainTracks'>
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		<DisplayNameID>22910</DisplayNameID>
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		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<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>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>OrientUnitWithGround</Flag>
	</Unit>
	<Unit id='3' name='GenericCorpse'>
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		<DisplayNameID>22966</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\spc\casualties\generic_corpse.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Icon>War of the Triple Alliance\Icons\buildings\livestockpig</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\livestockpigBIG</PortraitIcon>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NotAlive</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id='4' name='AttackRevealer'>
		<DBID>61</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>15.0000</Lifespan>
		<LOS>8.0000</LOS>
		<Decay delay='0.0000' duration='1.0000' />
		<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>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
	</Unit>
	<Unit id='5' name='Arrow'>
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		<DisplayNameID>23513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='6' name='Grenade'>
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		<DisplayNameID>23515</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\grenade.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</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>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='7' name='MortarShell'>
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		<DisplayNameID>23546</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\mortarshell.xml</AnimFile>
		<Lifespan>5.0000</Lifespan>
		<LOS>0.0000</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>NoUnitAI</Flag>
	</Unit>
	<Unit id='8' name='WaypointFlag'>
		<DBID>100</DBID>
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		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\waypointflag.xml</AnimFile>
		<LOS>0.0000</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>NotPlayerPlaceable</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id='9' name='GarrisonFlag'>
		<DBID>112</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\garrison_flag\garrison_flag.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NotPlayerPlaceable</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='10' name='Blood'>
		<DBID>115</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<LOS>0.0000</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>DoNotShowOnMiniMap</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
	</Unit>
	<Unit id='11' name='BloodFlow'>
		<DBID>116</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<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>
		<Flag>NonCollideable</Flag>
	</Unit>
	<Unit id='12' name='Bola'>
		<DBID>126</DBID>
		<DisplayNameID>23927</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\bolas.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>NotDeleteable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='13' name='Javelin'>
		<DBID>127</DBID>
		<DisplayNameID>23928</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\javelin.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</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>
	</Unit>
	<Unit id='14' name='UIArmyBannerVillager'>
		<DBID>153</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_villager.xml</AnimFile>
		<LOS>0.0000</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='15' name='UIArmyBannerHand'>
		<DBID>154</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_hand.xml</AnimFile>
		<LOS>0.0000</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='16' name='UIArmyBannerRanged'>
		<DBID>155</DBID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_ranged.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_cavalry.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_artillery.xml</AnimFile>
		<LOS>0.0000</LOS>
		<TrainPoints>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_naval.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_hero.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_building.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlevillager.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_idlesoldier.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\banners\banner_townbell.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>20.0000</Lifespan>
		<LOS>16.0000</LOS>
		<Decay delay='0.0000' duration='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\waypointflag.xml</AnimFile>
		<RolloverTextID>26008</RolloverTextID>
		<ShortRolloverTextID>26009</ShortRolloverTextID>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverprops_am.xml</AnimFile>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\rubble_4x4.xml</AnimFile>
		<Lifespan>10.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\amazon\riverplants_am.xml</AnimFile>
		<LOS>0.0000</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>0.0000</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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\bat\bat_flock.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\macaw\macaw.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>12.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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'>1500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
	</Unit>
	<Unit id='48' name='Eagle'>
		<DBID>338</DBID>
		<DisplayNameID>26799</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\eagle\eagle.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_human.xml</AnimFile>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_horse.xml</AnimFile>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_animal.xml</AnimFile>
		<LOS>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer_all.xml</AnimFile>
		<LOS>12.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\blowing_snow.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\yukon\riverprops_yuk.xml</AnimFile>
		<LOS>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<ShortRolloverTextID>38252</ShortRolloverTextID>
		<LOS>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\hawk\hawk.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\vulture\vulture.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\texas\bigprop_texas.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\bigprop_ne.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.0000</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>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Icon>ui\trade_route\trade1</Icon>
		<PortraitIcon>ui\trade_route\trade_route_1_portrait</PortraitIcon>
		<ShortRolloverTextID>38251</ShortRolloverTextID>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_big_ne.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\shoreline_rock_small_ne.xml</AnimFile>
		<LOS>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\flock_of_birds\bird_flock.xml</AnimFile>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>0.0000</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>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>0.0000</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>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>0.0000</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>0.0000</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>0.0000</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>0.0000</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>0.0000</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>525.0000</InitialHitpoints>
		<MaxHitpoints>525.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='92' name='Dynamite'>
		<DBID>695</DBID>
		<DisplayNameID>32275</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\dynamite.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_shallows_pam.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\pampas\river_objects_pam.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>18.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\carolinas\shoreline_plant_car.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_economy.xml</AnimFile>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>objects\gather_point_flags\gather_point_flag_military.xml</AnimFile>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<AnimFile>units\animals\duck\duck_family.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\torch_projectile.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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 -->
		<Tactics>ammo.tactics</Tactics>
	</Unit>
	<Unit id='120' name='SPCFalcon'>
		<DBID>831</DBID>
		<DisplayNameID>34030</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\turtle\turtle.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</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>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\swan\swan.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\kingfisher\kingfisher.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\eagle\eagles_rocks.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\vulture\vulture_perching.xml</AnimFile>
		<LOS>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow_flaming.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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 -->
		<Tactics>ammo.tactics</Tactics>
	</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>0.0000</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='129' name='UnderbrushCalifornia'>
		<DBID>859</DBID>
		<DisplayNameID>34444</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>12.0000</LOS>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\nwterritory\riverprops_nwt.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='135' name='PropGrassShort'>
		<DBID>882</DBID>
		<DisplayNameID>34687</DisplayNameID>
		<EditorNameID>34688</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>75.0000</LOS>
		<Bounty>300.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<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>AllowAutoGarrison</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DontFlattenGround</Flag>
		<Contain>AbstractVillager</Contain>
	</Unit>
	<Unit id='140' name='SPCFixedGunBaseRuins'>
		<DBID>907</DBID>
		<DisplayNameID>34981</DisplayNameID>
		<EditorNameID>34982</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>75.0000</LOS>
		<BuildingWorkRate>1.0000</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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<AnimFile>units\animals\duck\duck.xml</AnimFile>
		<LOS>0.0000</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>14.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>18.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='145' name='BuildingRubble3x3'>
		<DBID>931</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>35643</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_3x3.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>3guerilla.tactics</Tactics>
	</Unit>
	<Unit id='146' name='BuildingRubble4x4'>
		<DBID>932</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>35645</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_4x4.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>NotSelectable</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>
		<Tactics>4guerilla.tactics</Tactics>
	</Unit>
	<Unit id='147' name='BuildingRubble2x2'>
		<DBID>933</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>35665</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_2x2.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>1guerilla.tactics</Tactics>
	</Unit>
	<Unit id='148' name='BuildingRubble5x3'>
		<DBID>934</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>35667</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x3.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>4guerilla.tactics</Tactics>
	</Unit>
	<Unit id='149' name='BuildingRubble5x5'>
		<DBID>935</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>35669</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_5x5.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>4guerilla.tactics</Tactics>
	</Unit>
	<Unit id='150' name='SPCDamagedCannons'>
		<DBID>937</DBID>
		<DisplayNameID>35729</DisplayNameID>
		<EditorNameID>35730</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\hoop.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\BlizzardFX.xml</AnimFile>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='157' name='UnderbrushPatagoniaDirt'>
		<DBID>963</DBID>
		<DisplayNameID>36426</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>525.0000</InitialHitpoints>
		<MaxHitpoints>525.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='161' name='UnderbrushForest'>
		<DBID>975</DBID>
		<DisplayNameID>36868</DisplayNameID>
		<EditorNameID>36869</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\waypoint_flag\moveto.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\rocket.xml</AnimFile>
		<Lifespan>5.0000</Lifespan>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\knife.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\tomahawk.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\clubman.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\rifleman.xml</AnimFile>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<Armor type='Ranged' value='0.1000' />
		<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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\great_bombard_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\spc_russian_great_cannonball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\abandoned_cabin\abandoned_cabin_dead.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>43029</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_6x6.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>12guerilla.tactics</Tactics>
	</Unit>
	<Unit id='202' name='IGCFishingBoat'>
		<DBID>1052</DBID>
		<EditorNameID>43061</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\naval\fishing_ship\igc_fishing_ship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>2.0000</TurnRate>
		<AnimFile>units\artillery\great_bombard\igc_great_bombard.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<InitialHitpoints>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>133.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>700.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>IGCgreatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>48.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='204' name='Condor'>
		<DBID>1054</DBID>
		<DisplayNameID>43114</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\condor\condor.xml</AnimFile>
		<Icon>units\animals\condor\condor_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\macaw\parrot.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\animals\seagull\seagull.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>10.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\animals\capybara\capybara.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\laserbeam.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>0.0000</LOS>
	</Unit>
	<Unit id='211' name='BigPropPaintedDesert'>
		<DBID>1170</DBID>
		<DisplayNameID>45285</DisplayNameID>
		<EditorNameID>45286</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\painteddesert\bigprop_painteddesert.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\arrow.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Bank</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Bank'>3.000000</Rate>
			<Rate type='ypBankAsian'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='220' name='RiverObjectsOri'>
		<DBID>1275</DBID>
		<DisplayNameID>47268</DisplayNameID>
		<EditorNameID>47269</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\orinoco\river_objects_ori.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\orinoco\river_shallows_ori.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\attachments\blowgun_dart.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine\abandoned_shrine_dead_japanese.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_shrine_chinese\abandoned_shrine_dead_chinese.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\asian\abandoned_tower\abandoned_tower_dead.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\coastal_japan\shoreline_rock_big_cj.xml</AnimFile>
		<LOS>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\coastal_japan\shoreline_rock_small_cj.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\chakram.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>0.0000</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>0.0000</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='277' name='ypSPCSaltpeterAccessory'>
		<DBID>2099</DBID>
		<DisplayNameID>69787</DisplayNameID>
		<EditorNameID>69788</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\crow.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<Decay delay='0.0000' duration='0.0000' />
		<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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\flamingArrow.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<Decay delay='0.0000' duration='0.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</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>
		<LOS>0.0000</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='282' name='ypSMSaltpeterMan'>
		<DBID>2113</DBID>
		<DisplayNameID>69998</DisplayNameID>
		<EditorNameID>69999</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</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>35.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\shuriken.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='0' page='6' row='0'>WOLHouseGreek</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>WOLMarketGreek</Train>
		<Train column='2' page='6' row='0'>WOLMarketIroquois</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>WOLFarmIroquois</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='10' page='6' row='0'>WOLChurchGreek</Train>
		<Train column='10' page='6' row='0'>WOLTotem</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>WOLWarHutGreek</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>WOLCorralIroquois</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotGreek</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='13' page='6' row='0'>WOLKruppFactory</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='15' page='6' row='0'>WOLPlantationIroquois</Train>
		<Train column='15' page='6' row='0'>OlivePlantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='285' name='Pikeman'>
		<DBID>2</DBID>
		<DisplayNameID>22807</DisplayNameID>
		<EditorNameID>25026</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='287' name='Mill'>
		<DBID>4</DBID>
		<DisplayNameID>22804</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\mill.xml</AnimFile>
		<DeadReplacement>BalkanRuins3x3</DeadReplacement>
		<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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>20</GathererLimit>
		<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>
		<Train column='0' page='0' row='0'>SettlerWagon</Train>
		<Train column='0' page='0' row='0'>Yegua</Train>
		<Tech column='1' page='1' row='1'>SeedDrill</Tech>
		<Tech column='1' page='1' row='1'>ArtificialFertilizer</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillLA01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillLA02</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillLA03</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillNA01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillNA02</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillNA03</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillNA04</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillEURO03</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillARG01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillARG02</Tech>
		<Tech column='1' page='1' row='1'>NAtechCANuniquetechbritish05</Tech>
		<Tech column='1' page='1' row='1'>NAtechCANuniquetechfrench05</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 column='1' page='10'>Delete</Command>
		<Tactics>mill.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.200000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='288' name='Explorer'>
		<DBID>9</DBID>
		<DisplayNameID>22824</DisplayNameID>
		<EditorNameID>22824</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='6' row='0'>TownCenter</Train>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='2' page='6' row='0'>Presidio</Train>
		<Train column='2' page='6' row='0'>Salitrera</Train>
		<Train column='2' page='6' row='0'>WOLFieldHospitalRussian</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='2' page='6' row='0'>Rottweiler</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>AfricanAskari</Train>
		<Train column='6' page='6' row='0'>WOLDecoyMerchant</Train>
		<Train column='7' page='6' row='0'>WOLNatSheepdog</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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal2</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>6.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</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>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Caravel\caravel.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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>SHIPmelee</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='290' name='Sheep'>
		<DBID>11</DBID>
		<DisplayNameID>22829</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>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'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='ypVillage'>0.500000</Rate>
			<Rate type='YPLivestockPenAsian'>0.500000</Rate>
			<Rate type='AFRICANgranary'>0.500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='292' name='TradingPost'>
		<DBID>14</DBID>
		<DisplayNameID>22837</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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_icon</Icon>
		<PortraitIcon>buildings\trading_post\trading_post_portrait</PortraitIcon>
		<RolloverTextID>22836</RolloverTextID>
		<ShortRolloverTextID>25735</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<SocketUnitType>TradePostSocket</SocketUnitType>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />

		<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>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<Train column='0' page='0' row='0'>WOTTANatGuaraniRifleman</Train>
		<Tech column='1' page='1' row='0'>WOTTANatExperiencedGuarani</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatHeroicGuarani</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatPytyboWork</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatMondeuTrap</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatYbyMarai</Tech>
		<Train column='0' page='0' row='0'>WOTTANatOrderKnight</Train>
		<Train column='1' page='0' row='0'>WOTTANatOrderSwordsman</Train>
		<Tech column='1' page='1' row='0'>WOTTANatBraveKnights</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatSkilledKnights</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatMilitesChristi</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatConventOfTomar</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatMaritimeExpeditions</Tech>
		<Train column='0' page='0' row='0'>WOTTANatMiquelet</Train>
		<Train column='1' page='0' row='0'>WOTTANatMinerador</Train>
		<Tech column='1' page='1' row='0'>WOTTANatBraveRepublicanos</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatSkilledRepublicanos</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatClothBoots</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatAmbush</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatProsperousMining</Tech>
		<Train column='0' page='0' row='0'>WOTTANatCaptainDoMato</Train>
		<Tech column='1' page='1' row='0'>WOTTANatBravePaulista</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatSkilledPaulista</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatBurningWater</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatEntradas</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatMarchToTheWest</Tech>
		<Train column='0' page='0' row='0'>WOTTANatApolicaneRider</Train>
		<Tech column='1' page='1' row='0'>WOTTANatExperiencedGuaicuru</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatHeroicGuaicuru</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatSidewayRiding</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatGuaicuruHorsemanship</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatKadiweuRaiders</Tech>
		<Train column='0' page='0' row='0'>WOTTANatMaroon</Train>
		<Tech column='1' page='1' row='0'>WOTTANatBraveQuilombola</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatSkilledQuilombola</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatMacoco</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatPitTraps</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatPalmares</Tech>
		<Train column='0' page='0' row='0'>WOTTANatChola</Train>
		<Tech column='1' page='1' row='0'>WOTTANatExperiencedAymara</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatHeroicAymara</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatCoca</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatWiphala</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatAguayoCloth</Tech>
		<Train column='0' page='0' row='0'>WOTTANatCangaceiro</Train>
		<Tech column='1' page='1' row='0'>WOTTANatBraveSertanejo</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatSkilledSertanejo</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatCanudos</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatMessianicCouncellors</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatCangasso</Tech>
		<Train column='0' page='0' row='0'>WOTTANatPirate</Train>
		<Tech column='1' page='1' row='0'>WOTTANatVeteranPirate</Tech>
		<Tech column='1' page='1' row='0'>WOTTANatGuardPirate</Tech>
		<Tech column='0' page='2' row='0'>WOTTANatJollyRoger</Tech>
		<Tech column='1' page='2' row='0'>WOTTANatMapOfTheTreasure</Tech>
		<Tech column='2' page='2' row='0'>WOTTANatLetterOfMarque</Tech>
		<Tech column='1' page='1' row='0'>WOLNatVeteranFishingVillage</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardFishingVillage</Tech>
		<Tech column='0' page='2' row='0'>WOLNatLightAttractor</Tech>
		<Tech column='1' page='2' row='0'>WOLNatLongNine</Tech>
		<Tech column='2' page='2' row='0'>WOLNatFishFarming</Tech>
		<Train column='0' page='0' row='0'>WOLNatLumberjack</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranLoggingCamp</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardLoggingCamp</Tech>
		<Tech column='0' page='2' row='0'>WOLNatDendrology</Tech>
		<Tech column='1' page='2' row='0'>WOLNatBattleAxe</Tech>
		<Tech column='2' page='2' row='0'>WOLNatAgroforestry</Tech>
		<Train column='0' page='0' row='0'>WOLNatStonemason</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranMiningCamp</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardMiningCamp</Tech>
		<Tech column='0' page='2' row='0'>WOLNatUndergroundMining</Tech>
		<Tech column='1' page='2' row='0'>WOLNatLeatherCap</Tech>
		<Tech column='2' page='2' row='0'>WOLNatMetallurgy</Tech>
		<Train column='0' page='0' row='0'>WOLNatFarmer</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranFarmstead</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardFarmstead</Tech>
		<Tech column='0' page='2' row='0'>WOLNatMulePloughing</Tech>
		<Tech column='1' page='2' row='0'>WOLNatIndigence</Tech>
		<Tech column='2' page='2' row='0'>WOLNatSerfUprising</Tech>
		<Train column='0' page='0' row='0'>WOLNatRancher</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranShepherdVillage</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardShepherdVillage</Tech>
		<Tech column='0' page='2' row='0'>WOLNatSheepdogs</Tech>
		<Tech column='1' page='2' row='0'>WOLNatShepherdFlute</Tech>
		<Tech column='2' page='2' row='0'>WOLNatAnimalBells</Tech>
		<Train column='0' page='0' row='0'>WOLNatHuntsman</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranFurTrapper</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardFurTrapper</Tech>
		<Tech column='0' page='2' row='0'>WOLNatHuntingSeason</Tech>
		<Tech column='1' page='2' row='0'>WOLNatTaxidermy</Tech>
		<Tech column='2' page='2' row='0'>WOLNatJagdschloss</Tech>
		<Train column='0' page='0' row='0'>WOLNatFriar</Train>
		<Tech column='1' page='1' row='0'>WOLNatVeteranPriory</Tech>
		<Tech column='1' page='1' row='0'>WOLNatGuardPriory</Tech>
		<Tech column='0' page='2' row='0'>WOLNatRations</Tech>
		<Tech column='1' page='2' row='0'>WOLNatAbbeyBeer</Tech>
		<Tech column='2' page='2' row='0'>WOLNatOblations</Tech>
		<Train column='1' page='0' row='0'>CoureurCree</Train>
		<Train column='0' page='0' row='0'>NatHuronMantlet</Train>
		<Train column='0' page='0' row='0'>NatLightningWarrior</Train>
		<Train column='0' page='0' row='0'>NatCheyenneRider</Train>
		<Train column='0' page='0' row='0'>NatKlamathRifleman</Train>
		<Train column='0' page='0' row='0'>NatMapucheClubman</Train>
		<Train column='0' page='0' row='0'>NatNavajoRifleman</Train>
		<Train column='0' page='0' row='0'>NatApacheCavalry</Train>
		<Train column='1' page='0' row='0'>NatAxeRiderDogSoldier</Train>
		<Train column='0' page='0' row='0'>NatSharktoothBowman</Train>
		<Train column='0' page='0' row='0'>NatAxeRider</Train>
		<Train column='1' page='0' row='0'>NatMantlet</Train>
		<Train column='0' page='0' row='0'>NatHuaminca</Train>
		<Train column='1' page='0' row='0'>NatBolasWarrior</Train>
		<Train column='0' page='0' row='0'>NatJaguarWarrior</Train>
		<Train column='0' page='0' row='0'>NatClubman</Train>
		<Train column='0' page='0' row='0'>NatTracker</Train>
		<Train column='0' page='0' row='0'>NatTomahawk</Train>
		<Train column='0' page='0' row='0'>NatRifleman</Train>
		<Train column='0' page='0' row='0'>NatBlowgunWarrior</Train>
		<Train column='0' page='0' row='0'>NatHorseArcher</Train>
		<Train column='0' page='0' row='0'>NatHolcanSpearman</Train>
		<Train column='0' page='0' row='0'>NatBlackwoodArcher</Train>
		<Train column='1' page='0' row='0'>NatEagleWarrior</Train>
		<Train column='2' page='0' row='0'>NatMedicineMan</Train>
		<Train column='0' page='0' row='0'>ypNatWarElephant</Train>
		<Train column='0' page='0' row='0'>ypNatTigerClaw</Train>
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		<Flag>CollidesWithProjectiles</Flag>
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		<Icon>buildings\house\house_icon</Icon>
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		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
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		<Armor type='Siege' value='0.0000' />

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		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
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		<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>
		<Flag>HeroName1</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='3' page='0'>Levy</Command>
		<Command column='3' page='0'>BreakTreaty</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='4' page='10'>Delete</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='4' page='0'>Conscription</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='5' page='0'>RansomExplorer</Command>
		<Command column='10' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='0'>ypAssemble</Command>
		<Command column='2' page='0'>ypMuster</Command>
		<Command column='3' page='0'>ypAmass</Command>
		<Command column='4' page='0'>ypMarshal</Command>
		<Command column='3' page='0'>ypAmassIndians</Command>
		<Command column='1' page='0'>ypAssembleIndians</Command>
		<Command column='4' page='0'>ypMarshalIndians</Command>
		<Command column='2' page='0'>ypMusterIndians</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='295' name='FishSalmon'>
		<DBID>17</DBID>
		<DisplayNameID>22843</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='3' page='1' row='0'>RGImmortalMusketeers</Tech>
		<Tech column='3' page='1' row='0'>ImperialImmortalMusketeers</Tech>
		<Tech column='1' page='1' row='0'>RGGoumier</Tech>
		<Tech column='1' page='1' row='0'>imperialGoumier</Tech>
		<Train column='5' page='0' row='0'>Volunteer</Train>
		<Train column='2' page='0' row='0'>Lassador</Train>
		<Train column='2' page='0' row='0'>Vanguardia</Train>
		<Train column='3' page='0' row='0'>Carabinero</Train>
		<Train column='3' page='0' row='0'>CarabineroBlock</Train>
		<Train column='6' page='0' row='0'>Bacamartero</Train>
		<Train column='6' page='0' row='0'>BacamarteroBlock</Train>
		<Tech column='0' page='2' row='1'>ChurchStandingArmy</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST01NA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST02NA</Tech>

		<Train column='3' page='0' row='0'>Okchu</Train>
		<Train column='4' page='0' row='0'>Azap</Train>
		<Train column='7' page='0' row='0'>Nizam</Train>
		<Tech column='3' page='1' row='0'>VeteranOkchus</Tech>
		<Tech column='3' page='1' row='0'>GuardOkchus</Tech>
		<Tech column='3' page='1' row='0'>ImperialOkchus</Tech>
		<Tech column='4' page='1' row='0'>VeteranAzaps</Tech>
		<Tech column='4' page='1' row='0'>GuardAzaps</Tech>
		<Tech column='4' page='1' row='0'>ImperialAzaps</Tech>
		<Tech column='7' page='1' row='0'>GuardNizams</Tech>
		<Tech column='7' page='1' row='0'>ImperialNizams</Tech>

		<Train column='0' page='0' row='0'>NAmilitia</Train>
		<Train column='0' page='0' row='0'>WOLMilitiaAustralian</Train>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia01</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia02</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia03</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSmilitia01</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSmilitia02</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSmilitia03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia02</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia04</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia05</Tech>
		<Train column='1' page='0' row='0'>NAspontooner</Train>
		<Train column='1' page='0' row='0'>WOLSpontoonerAustralian</Train>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner01</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner03</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSspontooner01</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSspontooner02</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSspontooner03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner01</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner05</Tech>
		<Train column='2' page='0' row='0'>NAkingsmousquetaire</Train>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire01</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire03</Tech>
		<Train column='2' page='0' row='0'>NAmarine</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine01</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine05</Tech>
		<Train column='2' page='0' row='0'>NApatriot</Train>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot01</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot05</Tech>
		<Train column='2' page='0' row='0'>NAfootguard</Train>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard01</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard03</Tech>
		<Train column='3' page='0' row='0'>NArifleman</Train>
		<Train column='3' page='0' row='0'>WOLRiflemanAustralian</Train>
		<Tech column='3' page='1' row='0'>NAtechCANrifleman02</Tech>
		<Tech column='3' page='1' row='0'>NAtechCANrifleman03</Tech>
		<Tech column='3' page='1' row='0'>NAtechAUSrifleman02</Tech>
		<Tech column='3' page='1' row='0'>NAtechAUSrifleman03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman02</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman04</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman05</Tech>
		<Train column='4' page='0' row='0'>NAsharpshooter</Train>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter04</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter05</Tech>
		<Train column='4' page='0' row='0'>NAfencible</Train>
		<Tech column='4' page='1' row='0'>NAtechCANfencible02</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANfencible03</Tech>
		<Train column='4' page='0' row='0'>NAmetisrebel</Train>
		<Tech column='4' page='1' row='0'>NAtechCANmetisrebel02</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANmetisrebel03</Tech>
		<Train column='5' page='0' row='0'>NAblackwatch</Train>
		<Train column='5' page='0' row='0'>NAvoltigeur</Train>
		<Tech column='1' page='2' row='0'>NAtechCANuniquetechfrench02</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish01</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish02</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish08</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechunion02</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechunion04</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa05</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa07</Tech>
		<Tech column='2' page='2' row='0'>NAtechAUSuniquetechmaori01</Tech>
		<Tech column='4' page='2' row='0'>NAtechAUSuniquetechmaori03</Tech>
		<Tech column='6' page='2' row='0'>NAtechAUSuniquetechmaori07</Tech>
		<Tech column='4' page='2' row='0'>NAtechAUSuniquetechcolonizers03</Tech>
		<Tech column='4' page='2' row='0'>NAtechAUSuniquetechcolonizers04</Tech>
		<Tech column='5' page='2' row='0'>NAtechAUSuniquetechcolonizers06</Tech>
		<Tech column='1' page='2' row='0'>NAtechAUSuniquetechcolonizers07</Tech>
		<Train column='2' page='0' row='0'>NABushranger</Train>
		<Train column='4' page='0' row='0'>NARumCorps</Train>
		<Train column='2' page='0' row='0'>NAHeadhunter</Train>
		<Train column='4' page='0' row='0'>NATupara</Train>
		<Train column='5' page='0' row='0'>NABlackTracker</Train>
		<Train column='2' page='0' row='0'>NAMaronite</Train>
		<Train column='2' page='0' row='0'>spcbuccaneer</Train>
		<Train column='2' page='0' row='0'>Maroon</Train>
		<Train column='2' page='0' row='0'>Blowgunner</Train>
		
		<Tech column='2' page='1' row='0'>ChampionBlowgunners</Tech>
		<Tech column='2' page='1' row='0'>IMPLegendaryblowgunners</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSbushranger01</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSbushranger02</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSbushranger03</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSheadhunter01</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSheadhunter02</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSheadhunter03</Tech>
		<Tech column='4' page='1' row='0'>NAtechAUSRumCorps02</Tech>
		<Tech column='4' page='1' row='0'>NAtechAUSRumCorps03</Tech>
		<Tech column='4' page='1' row='0'>NAtechAUSTupara02</Tech>
		<Tech column='4' page='1' row='0'>NAtechAUSTupara03</Tech>
		<Tech column='5' page='1' row='0'>NAtechAUSblacktracker03</Tech>
		<Train column='4' page='0' row='0'>Snapphane</Train>
		<Tech column='4' page='1' row='0'>VeteranSnapphanes</Tech>
		<Tech column='4' page='1' row='0'>GuardSnapphanes</Tech>
		<Tech column='4' page='1' row='0'>ImperialSnapphanes</Tech>
		<Tech column='5' page='1' row='0'>RGskitroopers</Tech>
		<Tech column='5' page='1' row='0'>Imperialskitroopers</Tech>
		<Train column='4' page='0' row='0'>chorofylax</Train>
		<Tech column='4' page='1' row='0'>Veteranchorofylaxes</Tech>
		<Tech column='4' page='1' row='0'>Guardchorofylaxes</Tech>
		<Tech column='4' page='1' row='0'>Imperialchorofylaxes</Tech>
		<Train column='5' page='0' row='0'>klepht</Train>
		<Tech column='5' page='1' row='0'>Veteranklephts</Tech>
		<Tech column='5' page='1' row='0'>Guardklephts</Tech>
		<Tech column='5' page='1' row='0'>Imperialklephts</Tech>
		<Tech column='2' page='2' row='1'>WINTERbarracks</Tech>
		<Train column='4' page='0' row='0'>WOLAlpino</Train>
		<Tech column='4' page='1' row='0'>WOLGuardAlpini</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialAlpini</Tech>
		<Train column='3' page='0' row='0'>WOLBersagliere</Train>
		<Tech column='3' page='1' row='0'>WOLVeteranBersaglieri</Tech>
		<Tech column='3' page='1' row='0'>WOLGuardBersaglieri</Tech>
		<Tech column='3' page='1' row='0'>WOLImperialBersaglieri</Tech>
		<Tech column='2' page='1' row='0'>RGitalianhalberdiers</Tech>
		<Tech column='2' page='1' row='0'>Imperialitalianhalberdiers</Tech>
		<Train column='0' page='0' row='0'>CivicoBlock</Train>
		<Train column='0' page='0' row='0'>Longbow</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Pavisier</Train>
		<Train column='0' page='0' row='0'>Borracho</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>GreenJacket</Train>
		<Train column='4' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Pandour</Train>
		<Train column='2' page='0' row='0'>Redcoat</Train>
		<Train column='4' page='0' row='0'>Soldadera</Train>
		<Train column='4' page='0' row='0'>Janissary</Train>
		<Train column='5' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Skirmisher</Train>
		<Train column='5' page='0' row='0'>Grenzer</Train>
		<Train column='5' page='0' row='0'>SkirmisherBlock</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Ordenanca</Train>
		<Train column='1' page='0' row='0'>Landsknecht</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='3' page='0' row='0'>Doppelsoldner</Train>
		<Train column='2' page='0' row='0'>Meuse</Train>
		<!-- Start Maltese Units -->
		<Train column='0' page='0' row='0'>DLCarbalester</Train>
		<!--<Train column='5' page='0' row='0'>DLChoopthrower</Train>-->
		<Train column='2' page='0' row='0'>DLCpikeman</Train>
		<Train column='1' page='0' row='0'>DLCswordsman</Train>
		<Train column='3' page='0' row='0'>DLClongbowman</Train>
		<!--<Train column='3' page='0' row='0'>DLCwarhammer</Train>-->
		<!-- End Maltese Units -->
		<!-- Start Maltese Upgrades -->
		<Tech column='0' page='1' row='0'>Veteranarbalesters</Tech>
		<Tech column='0' page='1' row='0'>Guardarbalesters</Tech>
		<Tech column='0' page='1' row='0'>Imperialarbalesters</Tech>
		<Tech column='1' page='1' row='0'>Veteranswordsmen</Tech>
		<Tech column='1' page='1' row='0'>Guardswordsmen</Tech>
		<Tech column='1' page='1' row='0'>Imperialswordsmen</Tech>
		<Tech column='2' page='1' row='0'>Veteranranseurs</Tech>
		<Tech column='2' page='1' row='0'>Guardranseurs</Tech>
		<Tech column='2' page='1' row='0'>Imperialranseurs</Tech>
		<!-- <Tech column='3' page='1' row='0'>Veteranwarhammers</Tech>
		<Tech column='3' page='1' row='0'>Guardwarhammers</Tech>
		<Tech column='3' page='1' row='0'>Imperialwarhammers</Tech> -->
		<Tech column='3' page='1' row='0'>VeteranDLClongbowmen</Tech>
		<Tech column='3' page='1' row='0'>GuardDLClongbowmen</Tech>
		<Tech column='3' page='1' row='0'>ImperialDLClongbowmen</Tech>
		<!-- <Tech column='5' page='1' row='0'>Imperialhoopthrowers</Tech> -->
		<!-- End Maltese Upgrades -->
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Boneguard</Train>
		<Train column='2' page='0' row='0'>BoneguardAge2</Train>
		<Train column='6' page='0' row='0'>Atirador</Train>
		<Tech column='2' page='1' row='0'>ImperialRedcoats</Tech>
		<Tech column='4' page='1' row='0'>GuardJanissaries</Tech>
		<Tech column='2' page='1' row='0'>RGRedcoats</Tech>
		<Tech column='4' page='1' row='0'>VeteranJanissaries</Tech>
		<Tech column='4' page='1' row='0'>RGVoltigeur</Tech>
		<Tech column='0' page='1' row='0'>VeteranCrossbowmen</Tech>
		<Tech column='0' page='1' row='0'>RGArbalist</Tech>
		<Tech column='0' page='1' row='0'>ImperialArbalist</Tech>
		<Tech column='4' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='2' page='1' row='0'>VeteranRedcoats</Tech>
		<Tech column='2' page='1' row='0'>VeteranPandours</Tech>
		<Tech column='2' page='1' row='0'>GuardPandours</Tech>
		<Tech column='2' page='1' row='0'>ImperialPandours</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='1' page='1' row='0'>VeteranLandsknechts</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='0' page='1' row='0'>VeteranLongbowmen</Tech>
		<Tech column='0' page='1' row='0'>VeteranGreenJackets</Tech>
		<Tech column='0' page='1' row='0'>GuardGreenJackets</Tech>
		<Tech column='0' page='1' row='0'>ImperialGreenJackets</Tech>
		<Tech column='0' page='1' row='0'>VeteranPavisiers</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='5' page='1' row='0'>GuardGrenzers</Tech>
		<Tech column='5' page='1' row='0'>ImperialGrenzers</Tech>
		<Tech column='2' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='2' page='1' row='0'>GuardMeuses</Tech>
		<Tech column='4' page='1' row='0'>RGGuerreiros</Tech>
		<Tech column='4' page='1' row='0'>RGPhilhellenes</Tech>
		<Tech column='2' page='1' row='0'>GuardRodeleros</Tech>
		<Tech column='0' page='1' row='0'>GuardLongbowmen</Tech>
		<Tech column='1' page='1' row='0'>RGTercio</Tech>
		<Tech column='1' page='1' row='0'>VeteranOrdenancas</Tech>
		<Tech column='3' page='1' row='0'>GuardDopplesoldners</Tech>
		<Tech column='3' page='1' row='0'>VeteranDopplesoldners</Tech>
		<Tech column='3' page='1' row='0'>GuardDoppelsoldners</Tech>
		<Tech column='2' page='1' row='0'>ImperialDoppelsoldners</Tech>
		<Tech column='5' page='1' row='0'>GuardCacadores</Tech>
		<Tech column='2' page='1' row='0'>VeteranRodeleros</Tech>
		<Tech column='2' page='1' row='0'>RGNassausLinearTactics</Tech>
		<Tech column='2' page='1' row='0'>RGGardeduCorps</Tech>
		<Tech column='2' page='1' row='0'>ImperialGardes</Tech>
		<Tech column='2' page='1' row='0'>ImperialMeuses</Tech>
		<Tech column='5' page='1' row='0'>RGPrussianNeedleGun</Tech>
		<Tech column='5' page='1' row='0'>ImperialVoltigeur</Tech>
		<Tech column='4' page='1' row='0'>ImperialGuerreiros</Tech>
		<Tech column='4' page='1' row='0'>ImperialPhilhellenes</Tech>
		<Tech column='2' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='4' page='1' row='0'>ImperialJanissaries</Tech>
		<Tech column='2' page='1' row='0'>ImperialNassauers</Tech>
		<Tech column='5' page='1' row='0'>ImperialCacadores</Tech>
		<Tech column='0' page='1' row='0'>ImperialLongbowmen</Tech>
		<Tech column='2' page='1' row='0'>ImperialDopplesoldner</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishers</Tech>
		<Tech column='2' page='1' row='0'>RGEspadachins</Tech>
		<Tech column='2' page='1' row='0'>ImperialEspada</Tech>
		<Tech column='1' page='1' row='0'>ImperialTercio</Tech>
		<Tech column='5' page='1' row='0'>ImperialNeedleGun</Tech>
		<Tech column='6' page='1' row='0'>ImperialAtiradores</Tech>

		
		<Tech column='0' page='1' row='0'>VeteranPikemenLA</Tech>
		<Tech column='0' page='1' row='0'>GuardPikemenLA</Tech>
		<Tech column='0' page='1' row='0'>ImperialPikemenLA</Tech>
		<Tech column='0' page='1' row='0'>RGBrazilPikemen</Tech>
		<Tech column='0' page='1' row='0'>ImperialBrazilPikemen</Tech>
		<Tech column='0' page='1' row='0'>VeteranCivico</Tech>
		<Tech column='0' page='1' row='0'>GuardCivico</Tech>
		<Tech column='0' page='1' row='0'>ImperialCivico</Tech>
		<Tech column='0' page='1' row='0'>VeteranBorrachos</Tech>
		<Tech column='0' page='1' row='0'>GuardBorrachos</Tech>
		<Tech column='0' page='1' row='0'>ImperialBorrachos</Tech>
		<Tech column='1' page='1' row='0'>VeteranMusketeersLA</Tech>
		<Tech column='1' page='1' row='0'>GuardMusketeersLA</Tech>
		<Tech column='1' page='1' row='0'>ImperialMusketeersLA</Tech>
		<Tech column='1' page='1' row='0'>RGBrazilMusketeers</Tech>
		<Tech column='1' page='1' row='0'>ImperialBrazilMusketeers</Tech>
		<Tech column='1' page='1' row='0'>VeteranLassadores</Tech>
		<Tech column='1' page='1' row='0'>GuardLassadores</Tech>
		<Tech column='1' page='1' row='0'>ImperialLassadores</Tech>
		<Tech column='1' page='1' row='0'>RGChileCarabineros</Tech>
		<Tech column='1' page='1' row='0'>RGChileCarabineros2</Tech>
		<Tech column='1' page='1' row='0'>VeteranVanguardia</Tech>
		<Tech column='1' page='1' row='0'>GuardVanguardia</Tech>
		<Tech column='1' page='1' row='0'>ImperialVanguardia</Tech>
		<Tech column='2' page='1' row='0'>GuardCarabinero</Tech>
		<Tech column='2' page='1' row='0'>ImperialCarabinero</Tech>
		<Tech column='2' page='1' row='0'>ImperialCarabineroBrazilians</Tech>
		<Tech column='2' page='1' row='0'>RGColombiaCarabineros</Tech>
		<Tech column='2' page='1' row='0'>RGColombiaCarabineros2</Tech>
		<Tech column='3' page='1' row='0'>GuardSkirmishersLA</Tech>
		<Tech column='3' page='1' row='0'>ImperialSkirmishersLA</Tech>
		<Tech column='3' page='1' row='0'>RGParaguaySkirmishers</Tech>
		<Tech column='3' page='1' row='0'>ImperialParaguaySkirmishers</Tech>
		<Tech column='3' page='1' row='0'>VeteranVolunteers</Tech>
		<Tech column='3' page='1' row='0'>GuardVolunteers</Tech>
		<Tech column='3' page='1' row='0'>ImperialVolunteers</Tech>
		<Tech column='3' page='1' row='0'>VeteranSoldaderas</Tech>
		<Tech column='3' page='1' row='0'>GuardSoldaderas</Tech>
		<Tech column='3' page='1' row='0'>ImperialSoldaderas</Tech>
		<Tech column='4' page='1' row='0'>ImperialBacamartero</Tech>
		<Tech column='4' page='1' row='0'>ImperialBacamarteroBrazilians</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST01LA</Tech>

		<Tech column='2' page='1' row='0'>GuardRedcoats</Tech>
		<Tech column='2' page='1' row='0'>ImperialRedcoats</Tech>
		<Train column='3' page='0' row='0'>Highlander</Train>
		<Tech column='3' page='1' row='0'>GuardHighlanders</Tech>
		<Tech column='3' page='1' row='0'>ImperialHighlanders</Tech>
		<Train column='6' page='0' row='0'>WOLForeignLegion</Train>
		<Tech column='6' page='1' row='0'>WOLImperialForeignLegion</Tech>
		<Train column='6' page='0' row='0'>WOLAduanero</Train>
		<Tech column='6' page='1' row='0'>WOLVeteranAduaneros</Tech>
		<Tech column='6' page='1' row='0'>WOLGuardAduaneros</Tech>
		<Tech column='6' page='1' row='0'>WOLImperialAduaneros</Tech>
		<!-- Train column='5' page='0' row='0'>WOLTxapelgorris</Train>
		<Tech column='5' page='1' row='0'>WOLRGTropasFrancas</Tech>
		<Tech column='5' page='1' row='0'>WOLImperialTropasFrancas</Tech -->
		<Train column='0' page='0' row='0'>WOLLandwehr</Train>
		<Tech column='0' page='1' row='0'>WOLVeteranLandwehrs</Tech>
		<Tech column='0' page='1' row='0'>WOLGuardLandwehrs</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialLandwehrs</Tech>
		<Train column='1' page='0' row='0'>WOLJaeger</Train>
		<Tech column='1' page='1' row='0'>WOLRGFreikorps</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialFreikorps</Tech>
		<Train column='3' page='0' row='0'>Dopplesoldner</Train>
		<!-- Peruvian List -->
		<Train column='1' page='0' row='0'>WOLLegionPeruana</Train>
		<Train column='2' page='0' row='0'>WOLBrenero</Train>
		<Tech column='0' page='1' row='0'>WOLBraveMacheterosPeru</Tech>
		<Tech column='0' page='1' row='0'>WOLSkilledMacheterosPeru</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialMacheterosPeru</Tech>
		<Tech column='1' page='1' row='0'>VeteranLegionPeru</Tech>
		<Tech column='1' page='1' row='0'>GuardLegionPeru</Tech>
		<Tech column='1' page='1' row='0'>ImperialLegionPeru</Tech>
		<Tech column='2' page='1' row='0'>VeteranBreneroPeru</Tech>
		<Tech column='2' page='1' row='0'>GuardBreneroPeru</Tech>
		<Tech column='2' page='1' row='0'>ImperialBreneroPeru</Tech>
		<Tech column='3' page='1' row='0'>GuardCarabineroPeru</Tech>
		<Tech column='3' page='1' row='0'>ImperialCarabineroPeru</Tech>
		<Tech column='3' page='22' row='3'>PeruInfantryTrainPoints1</Tech>
		<Tech column='3' page='22' row='3'>PeruInfantryTrainPoints2</Tech>
		<Tech column='3' page='22' row='3'>PeruInfantryTrainPoints3</Tech>
		<Tech column='3' page='22' row='3'>PeruInfantryTrainPoints4</Tech>
		<Tech column='4' page='22' row='3'>PeruInfantrySpeed1</Tech>
		<Tech column='4' page='22' row='3'>PeruInfantrySpeed2</Tech>
		<Tech column='4' page='22' row='3'>PeruInfantrySpeed3</Tech>
		<Tech column='4' page='22' row='3'>PeruInfantrySpeed4</Tech>
		<Tech column='5' page='22' row='3'>PeruInfantryHP1</Tech>
		<Tech column='5' page='22' row='3'>PeruInfantryHP2</Tech>
		<Tech column='5' page='22' row='3'>PeruInfantryHP3</Tech>
		<Tech column='5' page='22' row='3'>PeruInfantryHP4</Tech>
		<Tech column='6' page='22' row='3'>PeruInfantryDamage1</Tech>
		<Tech column='6' page='22' row='3'>PeruInfantryDamage2</Tech>
		<Tech column='6' page='22' row='3'>PeruInfantryDamage3</Tech>
		<Tech column='6' page='22' row='3'>PeruInfantryDamage4</Tech>
		<Tech column='7' page='22' row='3'>PeruClement</Tech>
		<!-- End Peruvian List -->
		<Tech column='0' page='1' row='0'>WOLImperialJanissaries</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialNizams</Tech>
		<Train column='0' page='0' row='0'>Machetero</Train>
		<Tech column='0' page='1' row='0'>WOLBraveMacheteros</Tech>
		<Tech column='0' page='1' row='0'>WOLSkilledMacheteros</Tech>
		<Tech column='0' page='1' row='0'>WOLRGCabanos</Tech>
		<Tech column='0' page='1' row='0'>WOLRGGrimistas</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialMacheteros</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialCabanos</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialGrimistas</Tech>
		<Train column='1' page='0' row='0'>Conscripto</Train>
		<Tech column='1' page='1' row='0'>WOLBraveConscriptos</Tech>
		<Tech column='1' page='1' row='0'>WOLSkilledConscriptos</Tech>
		<Tech column='1' page='1' row='0'>WOLRGPretosForros</Tech>
		<Tech column='1' page='1' row='0'>WOLPresidentialConscriptos</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialPretosForros</Tech>
		<Train column='3' page='0' row='0'>Escopetero</Train>
		<Tech column='3' page='1' row='0'>WOLSkilledEscopeteros</Tech>
		<Tech column='3' page='1' row='0'>WOLRGAcaVeras</Tech>
		<Tech column='3' page='1' row='0'>WOLPresidentialEscopeteros</Tech>
		<Tech column='3' page='1' row='0'>WOLPresidentialAcaVeras</Tech>
		<Train column='6' page='0' row='0'>WOLFlankeur</Train>
		<Tech column='6' page='1' row='0'>WOLImperialFlankeurs</Tech>
		<Tech column='0' page='1' row='0'>WOLGuardCrossbowmen</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialCrossbowmen</Tech>
		<Tech column='1' page='1' row='0'>WOLGuardPikemen</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialPikemen</Tech>
		<Train column='2' page='0' row='0'>WOLRegular</Train>
		<Tech column='2' page='1' row='0'>WOLVeteranRegulares</Tech>
		<Tech column='2' page='1' row='0'>WOLGuardRegulares</Tech>
		<Tech column='2' page='1' row='0'>WOLImperialRegulares</Tech>
		<Train column='2' page='0' row='0'>WOLCarolean</Train>
		<Tech column='2' page='1' row='0'>WOLVeteranCaroleans</Tech>
		<Tech column='2' page='1' row='0'>WOLGuardCaroleans</Tech>
		<Tech column='2' page='1' row='0'>WOLImperialCaroleans</Tech>
		<Tech column='7' page='1' row='0'>VeteranInfantes</Tech>
		<Tech column='7' page='1' row='0'>GuardInfantes</Tech>
		<Tech column='7' page='1' row='0'>ImperialInfantes</Tech>
		<!-- HAITI -->
		<Train column='1' page='0' row='0'>WOLPicket</Train>
		<Tech column='1' page='1' row='0'>WOLBravePickets</Tech>
		<Tech column='1' page='1' row='0'>WOLSkilledPickets</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialPickets</Tech>
		<Train column='3' page='0' row='0'>WOLCaco</Train>
		<Tech column='3' page='1' row='0'>WOLRGZingit</Tech>
		<Tech column='3' page='1' row='0'>WOLImperialZingits</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>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>WOLCholo</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='297' name='Dock'>
		<DBID>23</DBID>
		<DisplayNameID>22914</DisplayNameID>
		<EditorNameID>27947</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='1' row='0'>WOLserbianfire</Train>
		<Tech column='2' page='0' row='2'>WINTERdock</Tech>
		<Train column='0' page='0' row='0'>FishingBoat</Train>
		<Train column='0' page='0' row='0'>ypFishingBoatAsian</Train>
		<Train column='0' page='0' row='0'>Pirogue</Train>
		<Train column='0' page='0' row='0'>WOLPirogueEgyptian</Train>
		<Train column='0' page='0' row='0'>WOLFishingBoatAustralian</Train>
		<Train column='1' page='0' row='0'>Chayka</Train>
		<Train column='0' page='0' row='0'>ReedBoat</Train>
		<Train column='1' page='0' row='0'>Caravel</Train>
		<Train column='1' page='0' row='0'>Fireboat</Train>
		<Train column='1' page='0' row='0'>Gunboat</Train>
		<Train column='1' page='0' row='0'>Galley</Train>
		<Train column='2' page='0' row='0'>Galleon</Train>
		<Train column='2' page='0' row='0'>Corvette</Train>
		<Train column='2' page='0' row='0'>Steamboat</Train>
		<Train column='1' page='0' row='0'>WOLSteamboatAustralian</Train>
		<Train column='3' page='0' row='0'>Frigate</Train>
		<Train column='2' page='0' row='0'>WOLFrigateAustralian</Train>
		<Train column='4' page='0' row='0'>Monitor</Train>
		<Train column='5' page='0' row='0'>SPCFireship</Train>
		<Train column='3' page='0' row='0'>NAtinclad</Train>
		<Train column='3' page='0' row='0'>WOLTincladAustralian</Train>
		<Train column='6' page='0' row='0'>PirateShip</Train>
		<Train column='5' page='0' row='0'>wottadreadnought</Train>
		<Train column='2' page='0' row='0'>Fluyt</Train>
		<Train column='6' page='0' row='0'>Canoe</Train>
		<Train column='6' page='0' row='0'>NATNao</Train>
		<Train column='7' page='0' row='0'>xpWarCanoe</Train>
		<Train column='8' page='0' row='0'>xpTlalocCanoe</Train>
		<Train column='8' page='0' row='0'>InfanteMarina</Train>
		<Train column='6' page='0' row='0'>ypWokouJunk</Train>
		<Train column='6' page='0' row='0'>ypMarathanCatamaran</Train>
		<Tech column='3' page='1' row='0'>ImperialManOWar</Tech>
		<Tech column='0' page='1' row='0'>GillNets</Tech>
		<Tech column='0' page='1' row='0'>LongLines</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitors</Tech>
		<Tech column='0' page='2' row='0'>BigDockFlamingArrows</Tech>
		<Tech column='0' page='2' row='0'>BigDockRawhideCovers</Tech>
		<Tech column='0' page='2' row='0'>BigDockCipactli</Tech>
		<Tech column='0' page='2' row='0'>BigDockSeafaringVessels</Tech>
		<Tech column='1' page='1' row='0'>ArmorPlating</Tech>
		<Tech column='2' page='1' row='0'>Carronade</Tech>
		<Tech column='2' page='1' row='0'>PercussionLocks</Tech>
		<Tech column='6' page='1' row='0'>ShipHowitzers</Tech>
		<Train column='6' page='0' row='0'>PetOrca</Train>
		<Tech column='4' page='1' row='0'>ImperialfrigatesLA</Tech>
		<!-- Tech column='4' page='1' row='0'>ImperialfrigatesNA</Tech>
		<Tech column='4' page='1' row='0'>ImperialfrigatesNA2</Tech -->
		<Tech column='0' page='1' row='0'>WOTTAdock01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock03NA</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitorsNA</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitorsNA2</Tech>
		<Tech column='3' page='1' row='0'>Imperialcorvettes</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack01LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack02LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack01NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack03NA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar01LA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar01NA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar02NA</Tech>
		<Train column='5' page='0' row='0'>IMscarletsails</Train>
		<Tech column='0' page='2' row='0'>NAtechAUSuniquetechcolonizers02</Tech>
		<Tech column='0' page='2' row='0'>NAtechAUSuniquetechcolonizers05</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK04</Tech>
		<Train column='1' page='0' row='0'>africandhow</Train>
		<Train column='2' page='0' row='0'>africanxebec</Train>
		<Train column='3' page='0' row='0'>africanwindjammer</Train>
		<Train column='4' page='0' row='0'>africanbombketch</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed3</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialFrigatesAUS</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialFrigatesCAN</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialFrigatesUSA1</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialFrigatesUSA2</Tech>
		<Train column='9' page='0' row='0'>WOLNatDogger</Train>
		<Tech column='0' page='1' row='0'>WOLPaternoster</Tech>
		<Tech column='0' page='1' row='0'>WOLFireFishing</Tech>
		<Tech column='0' page='1' row='0'>WOLAquafarming</Tech>
		<Tech column='0' page='1' row='0'>WOLGillNetsTupi</Tech>
		<Tech column='0' page='1' row='0'>WOLLongLinesTupi</Tech>
		<!-- Peruvian List -->
		<Tech column='4' page='1' row='0'>PermanentFleetPeru</Tech>
		<Tech column='3' page='1' row='0'>LairdRamsPeru</Tech>
		<Tech column='2' page='1' row='0'>ArmadaRespectablePeru</Tech>
		<Tech column='2' page='1' row='0'>ArmstrongGunPeru</Tech>
		<Tech column='3' page='22' row='3'>PeruNavyTrainPoints1</Tech>
		<Tech column='3' page='22' row='3'>PeruNavyTrainPoints2</Tech>
		<Tech column='3' page='22' row='3'>PeruNavyTrainPoints3</Tech>
		<Tech column='3' page='22' row='3'>PeruNavyTrainPoints4</Tech>
		<Tech column='4' page='22' row='3'>PeruNavySpeed1</Tech>
		<Tech column='4' page='22' row='3'>PeruNavySpeed2</Tech>
		<Tech column='4' page='22' row='3'>PeruNavySpeed3</Tech>
		<Tech column='4' page='22' row='3'>PeruNavySpeed4</Tech>
		<Tech column='5' page='22' row='3'>PeruNavyHP1</Tech>
		<Tech column='5' page='22' row='3'>PeruNavyHP2</Tech>
		<Tech column='5' page='22' row='3'>PeruNavyHP3</Tech>
		<Tech column='5' page='22' row='3'>PeruNavyHP4</Tech>
		<Tech column='6' page='22' row='3'>PeruNavyDamage1</Tech>
		<Tech column='6' page='22' row='3'>PeruNavyDamage2</Tech>
		<Tech column='6' page='22' row='3'>PeruNavyDamage3</Tech>
		<Tech column='6' page='22' row='3'>PeruNavyDamage4</Tech>
		<Tech column='7' page='22' row='3'>PeruClement</Tech>
		<!-- End Peruvian List -->
		<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>WOLFishingBoatAustralian</Contain>
		<Contain>xpWarCanoe</Contain>
		<Contain>xpTlalocCanoe</Contain>
		<Contain>Canoe</Contain>
		<Contain>WOLCholo</Contain>
		<Contain>Pirogue</Contain>
		<Contain>WOLPirogueEgyptian</Contain>
		<Command column='3' page='10'>Delete</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>UnitlessAntiShipAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='Ship'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='298' name='Stable'>
		<DBID>25</DBID>
		<DisplayNameID>22919</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\stables.xml</AnimFile>
		<DeadReplacement>BalkanRuins5x3</DeadReplacement>
		<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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Akinci</Train>
		<Train column='0' page='0' row='0'>PeasantBULGARIAN</Train>
		<Train column='1' page='1' row='0'>WOLserbianfire</Train>
		<Train column='2' page='0' row='0'>Cuirassier</Train>
		<Train column='0' page='0' row='0'>Uhlan</Train>
		<Train column='2' page='0' row='0'>Oprichnik</Train>
		<Train column='1' page='0' row='0'>CavalryArcher</Train>
		<Train column='0' page='0' row='0'>Hussar</Train>
		<Train column='0' page='0' row='0'>Krajisnik</Train>
		<Train column='0' page='0' row='0'>HussarBlock</Train>
		<Train column='1' page='0' row='0'>WarWagon</Train>
		<Train column='0' page='0' row='0'>SpasitelSingle</Train>
		<Train column='1' page='0' row='2'>SpasitelArmy</Train>
		<Train column='2' page='0' row='1'>SpasitelVoivod</Train>
		<Train column='0' page='0' row='0'>Stradiot</Train>
		<Train column='1' page='0' row='0'>Boyar</Train>
		<Train column='2' page='0' row='0'>Marauder</Train>
		<Train column='2' page='0' row='0'>Konjanik</Train>
		<Train column='2' page='0' row='0'>Calarashi</Train>
		<Train column='1' page='0' row='0'>Ruyter</Train>
		<Train column='1' page='0' row='0'>Dragoon</Train>
		<Train column='1' page='0' row='0'>Reiter</Train>
		<Train column='2' page='0' row='0'>WOLWingedHussar</Train>
		<Train column='3' page='0' row='0'>EscoltaSpain</Train>
		<Train column='2' page='0' row='0'>Knightoftheorder</Train>
		<Train column='1' page='0' row='0'>FrontierCavalryBlock</Train>
		<Tech column='1' page='1' row='0'>RGChasseur</Tech>
		<Tech column='1' page='1' row='0'>ImperialChasseur</Tech>
		<Tech column='1' page='1' row='0'>GuardDragoonsLA</Tech>
		<Tech column='1' page='1' row='0'>ImperialDragoonsLA</Tech>
		<Tech column='1' page='1' row='0'>ImperialDragoonsBrazilians</Tech>
		<Tech column='1' page='1' row='0'>GuardCaballeria</Tech>
		<Tech column='1' page='1' row='0'>ImperialCaballeria</Tech>
		<Tech column='0' page='1' row='0'>VeteranKrajisniks</Tech>
		<Tech column='0' page='1' row='0'>GuardKrajisniks</Tech>
		<Tech column='0' page='1' row='0'>ImperialKrajisniks</Tech>
		<Tech column='1' page='1' row='0'>GuardReiters</Tech>
		<Tech column='1' page='1' row='0'>ImperialReiters</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialWingedHussars</Tech>
		<Tech column='0' page='1' row='0'>GuardHussarsLA</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussarsLA</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussarsLA</Tech>
		<Tech column='3' page='1' row='0'>ImperialEscoltas</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussarsBrazilians</Tech>
		<Train column='2' page='0' row='0'>Granadero</Train>
		<Tech column='2' page='1' row='2'>GuardGranadero</Tech>
		<Tech column='2' page='1' row='2'>ImperialGranadero</Tech>
		<Train column='4' page='0' row='0'>TransportCart</Train>
		<Train column='2' page='0' row='0'>Llanero</Train>
		<Train column='3' page='0' row='0'>Montonera</Train>
		<Tech column='3' page='1' row='0'>GuardMontoneraLA</Tech>
		<Tech column='3' page='1' row='0'>VeteranMontoneraLA</Tech>
		<Tech column='3' page='1' row='0'>ImperialMontoneraLA</Tech>
		<Tech column='0' page='4' row='1'>ChurchMassCavalry</Tech>
		<Train column='3' page='0' row='0'>MountedCassador</Train>
		<Tech column='3' page='1' row='0'>GuardMountedCassador</Tech>
		<Tech column='3' page='1' row='0'>ImperialMountedCassador</Tech>
		<Tech column='0' page='1' row='0'>RGHusaresdelaMuerte</Tech>
		<Tech column='0' page='1' row='0'>Imperialhusaresdelafrontera</Tech>
		<Tech column='1' page='1' row='0'>RGdragonesligeros</Tech>
		<Tech column='1' page='1' row='0'>Imperialdragonesdeplaza</Tech>
		<Train column='0' page='0' row='0'>Acacaraya</Train>
		<Tech column='0' page='1' row='0'>VeteranAcacaraya</Tech>
		<Tech column='0' page='1' row='0'>GuardAcacaraya</Tech>
		<Tech column='0' page='1' row='0'>ImperialAcacaraya</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST01LA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST01NA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST02NA</Tech>
		<Train column='0' page='0' row='0'>NAlightcavalry</Train>
		<Train column='0' page='0' row='0'>WOLLightCavalryAustralian</Train>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry01</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry02</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry03</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSlightcavalry01</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSlightcavalry02</Tech>
		<Tech column='0' page='1' row='0'>NAtechAUSlightcavalry03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry02</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry04</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry05</Tech>
		<Train column='1' page='0' row='0'>NAmississaugahorse</Train>
		<Tech column='1' page='1' row='0'>NAtechCANmississaugahorse02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANmississaugahorse03</Tech>
		<Train column='1' page='0' row='0'>NAmountedrifle</Train>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle05</Tech>
		<Train column='1' page='0' row='0'>NAtexasranger</Train>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger05</Tech>
		<Train column='2' page='0' row='0'>NAmountie</Train>
		<Tech column='2' page='1' row='0'>NAtechCANmountie03</Tech>
		<Train column='2' page='0' row='0'>NAbuffalosoldier</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAbuffalosoldier04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAbuffalosoldier05</Tech>
		<Train column='2' page='0' row='0'>NAcavalrycorps</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAcavalrycorps04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAcavalrycorps05</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa04</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa07</Tech>
		
		<Tech column='1' page='2' row='0'>NAtechAUSuniquetechmaori07</Tech>
		<Tech column='1' page='2' row='0'>NAtechAUSuniquetechcolonizers06</Tech>
		
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupSTABLE01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupSTABLE02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupSTABLE03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupSTABLE04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupSTABLE01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupSTABLE02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupSTABLE03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupSTABLE04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupSTABLE01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupSTABLE02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupSTABLE03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupSTABLE04</Tech>
		<Tech column='2' page='2' row='1'>WINTERstable</Tech>
		<Tech column='2' page='1' row='0'>Guardelmeti</Tech>
		<Tech column='2' page='1' row='0'>Imperialelmeti</Tech>
		<Train column='2' page='0' row='0'>elmeti</Train>

		<Tech column='1' page='4' row='1'>BalkanStable1</Tech>
		<Tech column='2' page='4' row='1'>BalkanStable2</Tech>
		<Tech column='3' page='4' row='1'>BalkanStable3</Tech>
		<Tech column='4' page='4' row='1'>BalkanStable4</Tech>

		<Tech column='0' page='1' row='1'>VeteranGreekStable</Tech>
		<Tech column='0' page='1' row='1'>GuardGreekStable</Tech>
		<Tech column='0' page='1' row='1'>ImperialGreekStable</Tech>
		<Tech column='0' page='1' row='1'>VeteranRomanianStable</Tech>
		<Tech column='0' page='1' row='1'>GuardRomanianStable</Tech>
		<Tech column='0' page='1' row='1'>ImperialRomanianStable</Tech>
		<Tech column='0' page='1' row='1'>VeteranBulgarianStable</Tech>
		<Tech column='0' page='1' row='1'>GuardBulgarianStable</Tech>
		<Tech column='0' page='1' row='1'>ImperialBulgarianStable</Tech>
		<Tech column='0' page='1' row='1'>VeteranSerbianStable</Tech>
		<Tech column='0' page='1' row='1'>GuardSerbianStable</Tech>
		<Tech column='0' page='1' row='1'>ImperialSerbianStable</Tech>
		
		<Train column='2' page='0' row='0'>WalerHorse</Train>
		<Train column='2' page='0' row='0'>NativePolice</Train>
		<Train column='2' page='0' row='0'>Lancer</Train>
		<Train column='0' page='0' row='0'>Cossack</Train>
		<Tech column='0' page='1' row='0'>RGCzapkaUhlans</Tech>
		<Tech column='2' page='1' row='0'>GuardOprichniks</Tech>
		<Tech column='1' page='1' row='0'>RGJinetes</Tech>
		<Tech column='0' page='1' row='0'>RGGardener</Tech>
		<Tech column='1' page='1' row='0'>RGTartarLoyalists</Tech>
		<Tech column='0' page='1' row='0'>RGLifeGuardHussars</Tech>
		<Tech column='1' page='1' row='0'>RGCarabineer</Tech>
		<Tech column='2' page='1' row='0'>RGGarrochista</Tech>
		<Tech column='1' page='1' row='0'>GuardRuyters</Tech>
		<Tech column='0' page='1' row='0'>VeteranCossacks</Tech>
		<Tech column='0' page='1' row='0'>ImperialLifeGuard</Tech>
		<Tech column='0' page='1' row='0'>RGEclaireur</Tech>
		<Tech column='0' page='1' row='0'>ImperialEclaireur</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussars</Tech>
		<Tech column='0' page='1' row='0'>ImperialGardener</Tech>
		<Tech column='1' page='1' row='0'>ImperialTartarLoyalist</Tech>

		<Tech column='0' page='1' row='0'>ImperialCzapkaUhlans</Tech>
		<Tech column='0' page='1' row='0'>ImperialCossack</Tech>
		<Tech column='1' page='1' row='0'>ImperialWarWagons</Tech>
		<Tech column='2' page='1' row='0'>ImperialOprichniks</Tech>
		<Tech column='1' page='1' row='0'>ImperialCavalryArchers</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='1' page='1' row='0'>GuardCavalryArchers</Tech>
		<Tech column='1' page='1' row='0'>GuardWarWagons</Tech>
		<Tech column='0' page='1' row='0'>GuardUhlans</Tech>
		<Tech column='0' page='1' row='0'>VeteranUhlans</Tech>
		<Tech column='0' page='1' row='0'>GuardHussars</Tech>
		<Tech column='2' page='1' row='0'>RGGendarmes</Tech>
		<!-- Peruvian List -->
		<Train column='1' page='0' row='0'>WOLMorochuco</Train>
		<Tech column='0' page='1' row='0'>WOLBraveLancerosPeru</Tech>
		<Tech column='0' page='1' row='0'>WOLRGHusaresDeJunin</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialHusaresDeJunin</Tech>
		<Tech column='1' page='1' row='0'>VeteranMorochucoPeru</Tech>
		<Tech column='1' page='1' row='0'>GuardMorochucoPeru</Tech>
		<Tech column='1' page='1' row='0'>ImperialMorochucoPeru</Tech>
		<Tech column='2' page='1' row='0'>WOLSkilledJinetesPeru</Tech>
		<Tech column='2' page='1' row='0'>WOLPresidentialJinetesPeru</Tech>
		<Tech column='3' page='22' row='3'>PeruCavalryTrainPoints1</Tech>
		<Tech column='3' page='22' row='3'>PeruCavalryTrainPoints2</Tech>
		<Tech column='3' page='22' row='3'>PeruCavalryTrainPoints3</Tech>
		<Tech column='3' page='22' row='3'>PeruCavalryTrainPoints4</Tech>
		<Tech column='4' page='22' row='3'>PeruCavalrySpeed1</Tech>
		<Tech column='4' page='22' row='3'>PeruCavalrySpeed2</Tech>
		<Tech column='4' page='22' row='3'>PeruCavalrySpeed3</Tech>
		<Tech column='4' page='22' row='3'>PeruCavalrySpeed4</Tech>
		<Tech column='5' page='22' row='3'>PeruCavalryHP1</Tech>
		<Tech column='5' page='22' row='3'>PeruCavalryHP2</Tech>
		<Tech column='5' page='22' row='3'>PeruCavalryHP3</Tech>
		<Tech column='5' page='22' row='3'>PeruCavalryHP4</Tech>
		<Tech column='6' page='22' row='3'>PeruCavalryDamage1</Tech>
		<Tech column='6' page='22' row='3'>PeruCavalryDamage2</Tech>
		<Tech column='6' page='22' row='3'>PeruCavalryDamage3</Tech>
		<Tech column='6' page='22' row='3'>PeruCavalryDamage4</Tech>
		<Tech column='7' page='22' row='3'>PeruClement</Tech>
		<!-- End Peruvian List -->
		<Train column='0' page='0' row='0'>DLCknight</Train>
		<Train column='1' page='0' row='0'>DLCcranequinier</Train>
		<!-- Start Maltese Upgrades -->
		<Tech column='0' page='1' row='0'>Veteranknights</Tech>
		<Tech column='0' page='1' row='0'>Guardknights</Tech>
		<Tech column='0' page='1' row='0'>Imperialknights</Tech>
		<Tech column='1' page='1' row='0'>Guardcranequiniers</Tech>
		<Tech column='1' page='1' row='0'>Imperialcranequiniers</Tech>
		<!-- End Maltese Upgrades -->

		<Tech column='0' page='1' row='0'>VeteranAkinci</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialAkincis</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialCavalryArchers</Tech>
		<Tech column='1' page='1' row='0'>WOLRGKalmucks</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialKalmucks</Tech>

		<Tech column='0' page='1' row='0'>GuardCossacks</Tech>
		<Tech column='2' page='1' row='0'>ImperialGendarme</Tech>
		<Tech column='1' page='1' row='0'>ImperialCarabineer</Tech>
		<Tech column='1' page='1' row='0'>ImperialJinetes</Tech>
		<Tech column='2' page='1' row='0'>ImperialGarrochistas</Tech>
		<Train column='2' page='0' row='0'>WOLScotsGrey</Train>
		<Tech column='2' page='1' row='0'>WOLImperialScotsGreys</Tech>
		<Tech column='1' page='1' row='0'>GuardDragoons</Tech>
		<Tech column='1' page='1' row='0'>ImperialDragoons</Tech>
		<Train column='2' page='0' row='0'>WOLTotenkopfHussar</Train>
		<Tech column='2' page='1' row='0'>WOLImperialTotenkopfHussars</Tech>
		<Train column='0' page='0' row='0'>Lancero</Train>
		<Tech column='0' page='1' row='0'>WOLBraveLanceros</Tech>
		<Tech column='0' page='1' row='0'>WOLSkilledLanceros</Tech>
		<Tech column='0' page='1' row='0'>WOLRGCorraleros</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialLanceros</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialLanceros</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialCorraleros</Tech>
		<Train column='1' page='0' row='0'>Jinete</Train>
		<Tech column='1' page='1' row='0'>WOLSkilledJinetes</Tech>
		<Tech column='1' page='1' row='0'>WOLRGChoiqueros</Tech>
		<Tech column='1' page='1' row='0'>WOLPresidentialJinetes</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialJinetes</Tech>
		<Tech column='1' page='1' row='0'>WOLPresidentialChoiqueros</Tech>
		<Train column='2' page='0' row='0'>WOLDrabant</Train>
		<Tech column='2' page='1' row='0'>WOLGuardDrabants</Tech>
		<Tech column='2' page='1' row='0'>WOLImperialDrabants</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>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>WOLCholo</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='299' name='ArtilleryDepot'>
		<DBID>26</DBID>
		<DisplayNameID>22922</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\artillery_depot.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>PeasantBULGARIAN</Train>
		<Train column='3' page='0' row='0'>WOLcorpsepult</Train>
		<Train column='1' page='1' row='0'>WOLserbianfire</Train>
		<Tech column='1' page='1' row='0'>EliteArquebusiers</Tech>
		<Tech column='1' page='1' row='0'>ChampionArquebusiers</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryArquebusiers</Tech>
		<Train column='1' page='0' row='0'>tupiarquebusier</Train>
		<Tech column='1' page='1' row='0'>RGlivgarde</Tech>
		<Tech column='1' page='1' row='0'>Imperiallivgarde</Tech>
		<Train column='7' page='0' row='0'>Mitrailleuse</Train>
		<Tech column='7' page='1' row='0'>Imperialmitrailleuse</Tech>
		<Tech column='7' page='1' row='0'>Heavymitrailleuse</Tech>
		<Train column='7' page='0' row='0'>NAAutocannon</Train>
		<Tech column='7' page='1' row='0'>NAtechAUSautocannon03</Tech>
		<Tech column='0' page='1' row='0'>GuardGreekFoundry</Tech>
		<Tech column='0' page='1' row='0'>ImperialGreekFoundry</Tech>
		<Tech column='0' page='1' row='0'>GuardSerbianFoundry</Tech>
		<Tech column='0' page='1' row='0'>ImperialSerbianFoundry</Tech>
		<Tech column='0' page='1' row='0'>GuardRomanianFoundry</Tech>
		<Tech column='0' page='1' row='0'>ImperialRomanianFoundry</Tech>
		<Tech column='0' page='1' row='0'>GuardBulgarianFoundry</Tech>
		<Tech column='0' page='1' row='0'>ImperialBulgarianFoundry</Tech>
		<Train column='0' page='0' row='0'>AbusGun</Train>
		<Train column='1' page='0' row='0'>Grenadier</Train>
		<Train column='1' page='0' row='0'>Magyar</Train>
		<Train column='1' page='0' row='0'>SPCHoopThrowers</Train>
		<Train column='0' page='0' row='0'>Yaba</Train>
		<Train column='2' page='0' row='0'>Falconet</Train>
		<Train column='2' page='0' row='0'>Saker</Train>
		<Train column='1' page='0' row='0'>ThunderCannon</Train>
		<Train column='2' page='0' row='0'>Pombero</Train>
		<Train column='2' page='0' row='0'>MapucheCannon</Train>
		<Train column='3' page='0' row='0'>OrganGun</Train>
		<Train column='4' page='0' row='0'>Culverin</Train>
		<Train column='5' page='0' row='0'>Mortar</Train>
		<Train column='6' page='0' row='0'>GreatBombard</Train>
		<Train column='6' page='0' row='0'>Cannon</Train>
		<Train column='7' page='0' row='0'>xpHorseArtillery</Train>
		<Train column='7' page='0' row='0'>DemiCannon</Train>
		<Train column='8' page='0' row='0'>xpPetard</Train>
		<Train column='8' page='0' row='0'>Fougasse</Train>
		<Train column='9' page='0' row='0'>xpGatlingGun</Train>
		<Train column='0' page='0' row='0'>xpRam</Train>
		<Train column='1' page='0' row='0'>xpMantlet</Train>
		<Train column='2' page='0' row='0'>xpLightCannon</Train>
		<Train column='2' page='0' row='0'>Aspide</Train>
		<Train column='4' page='0' row='0'>Pasavolante</Train>
		<Train column='5' page='0' row='0'>Pedrero</Train>
		<Train column='6' page='0' row='0'>Culebrina</Train>
		<Train column='8' page='0' row='0'>ExplodingCart</Train>
		<Train column='0' page='0' row='0'>MuleArtillery</Train>
		<Train column='1' page='0' row='0'>Saboteur</Train>
		<Train column='2' page='0' row='0'>Schwarzlose</Train>
		<Train column='3' page='0' row='0'>SchneiderDanglis</Train>
		<Tech column='0' page='1' row='0'>ChampionRams</Tech>
		<Tech column='1' page='1' row='0'>ChampionMantlets</Tech>
		<Tech column='0' page='1' row='0'>GuardAbusGuns</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryRams</Tech>
		<Tech column='0' page='1' row='0'>ImperialAbusGun</Tech>
		<Tech column='0' page='1' row='0'>VeteranAbusGuns</Tech>
		<Tech column='3' page='1' row='0'>FieldCannon</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMantlets</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryLightCannon</Tech>
		<Tech column='0' page='2' row='0'>BigSiegeshopSiegeDrill</Tech>
		<Tech column='0' page='2' row='0'>BigSiegeshopLemucaguiTactics</Tech>
		<Tech column='0' page='2' row='0'>BigFoundryMushroom</Tech>
		<Tech column='1' page='1' row='0'>ImperialGrenadiers</Tech>
		<Tech column='1' page='1' row='0'>VeteranMagyars</Tech>
		<Tech column='1' page='1' row='0'>GuardMagyars</Tech>
		<Tech column='1' page='1' row='0'>ImperialMagyars</Tech>
		<Tech column='1' page='1' row='0'>ImperialBaratcu</Tech>
		<Tech column='4' page='1' row='0'>GrapeShot</Tech>
		<Tech column='1' page='1' row='0'>RGBaratcuCorps</Tech>
		<Tech column='2' page='1' row='0'>FieldGun</Tech>
		<Tech column='5' page='1' row='0'>Howitzer</Tech>
		<Tech column='1' page='1' row='0'>GuardGrenadiers</Tech>
		<Tech column='3' page='1' row='0'>ImperialRabaulds</Tech>
		<Tech column='3' page='1' row='0'>Rabauld</Tech>
		<Tech column='3' page='1' row='0'>ImperialDemiCannon</Tech>
		<Tech column='2' page='1' row='0'>ImperialFieldGun</Tech>
		<Tech column='2' page='1' row='0'>Minion</Tech>
		<Tech column='2' page='1' row='0'>ImperialMinion</Tech>
		<Tech column='4' page='1' row='0'>ImperialCulverin</Tech>
		<Tech column='5' page='1' row='0'>ImperialHowitzer</Tech>
		<Tech column='1' page='1' row='0'>ImperialPavlovs</Tech>
		<Tech column='1' page='1' row='0'>RGPavlovGrenadiers</Tech>
		<Tech column='1' page='1' row='0'>VeteranGrenadiers</Tech>
		<Tech column='8' page='1' row='0'>ImperialHorseArtillery</Tech>
		<Tech column='8' page='1' row='0'>HeavyHorseArtillery</Tech>
		<Tech column='0' page='1' row='0'>VeteranAspide</Tech>
		<Tech column='0' page='1' row='0'>GuardAspide</Tech>
		<Tech column='0' page='1' row='0'>ImperialAspide</Tech>
		<Tech column='1' page='1' row='0'>Cerbatana</Tech>
		<Tech column='1' page='1' row='0'>ImperialCerbatana</Tech>
		<Tech column='2' page='1' row='0'>Lombarda</Tech>
		<Tech column='2' page='1' row='0'>ImperialLombarda</Tech>
		<Tech column='3' page='1' row='0'>RoyalCulebrina</Tech>
		<Tech column='3' page='1' row='0'>ImperialCulebrina</Tech>
		<Tech column='0' page='1' row='0'>ChampionYaba</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryYaba</Tech>
		<Tech column='1' page='1' row='0'>ChampionThunderGun</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryThunderGun</Tech>
		<Tech column='2' page='1' row='0'>ChampionPombero</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryPombero</Tech>
		<Tech column='2' page='1' row='0'>BronzeCannon</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMapucheCannon</Tech>

		<Train column='0' page='0' row='0'>NAsapper</Train>
		<Train column='0' page='0' row='0'>WOLSapperAustralian</Train>
		<Tech column='0' page='1' row='0'>NAtechAUSsapper01</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANsapper01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAsapper01</Tech>
		<Train column='1' page='0' row='0'>NAnapoleon</Train>
		<Train column='1' page='0' row='0'>WOLNapoleonAustralian</Train>
		<Tech column='1' page='1' row='0'>NAtechAUSnapoleon02</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSnapoleon03</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANnapoleon02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANnapoleon03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon05</Tech>
		<Train column='2' page='0' row='0'>NAblakely</Train>
		<Train column='2' page='0' row='0'>WOLBlakelyAustralian</Train>
		<Tech column='2' page='1' row='0'>NAtechAUSblakely02</Tech>
		<Tech column='2' page='1' row='0'>NAtechAUSblakely03</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANblakely02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANblakely03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely05</Tech>
		<Train column='3' page='0' row='0'>NAwhitworth</Train>
		<Train column='3' page='0' row='0'>WOLWhitworthAustralian</Train>
		<Tech column='3' page='1' row='0'>NAtechAUSwhitworth03</Tech>
		<Tech column='3' page='1' row='0'>NAtechCANwhitworth03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth04</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth05</Tech>
		<Train column='5' page='0' row='0'>xpGatlingGun</Train>
		<Tech column='5' page='1' row='0'>NAtechUSAGatlingGun03</Tech>
		<Tech column='5' page='1' row='0'>NAtechUSAGatlingGun04</Tech>
		<Tech column='5' page='1' row='0'>NAtechUSAGatlingGun05</Tech>
		<Train column='4' page='0' row='0'>NADictator</Train>
		<Train column='4' page='0' row='0'>WOLDictatorAustralian</Train>
		<Tech column='4' page='1' row='0'>NAtechAUSDictator03</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANDictator03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSADictator03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSADictator04</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSADictator05</Tech>
		<Tech column='0' page='2' row='0'>NAtechUSAuniquetechunion06</Tech>
		<Tech column='0' page='2' row='0'>NAtechAUSuniquetechmaori08</Tech>

		<Tech column='0' page='5' row='0'>BalkanArtillery1</Tech>
		<Tech column='1' page='5' row='0'>BalkanArtillery2</Tech>
		<Tech column='2' page='5' row='0'>BalkanArtillery3</Tech>
		<Tech column='3' page='5' row='0'>BalkanArtillery4</Tech>
						
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupDEPOT01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupDEPOT02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupDEPOT03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupDEPOT04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupDEPOT01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupDEPOT02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupDEPOT03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupDEPOT04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupDEPOT01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupDEPOT02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupDEPOT03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupDEPOT04</Tech>
		<Tech column='2' page='0' row='2'>WINTERdepot</Tech>
		<!-- Peruvian List -->
		<Train column='4' page='0' row='0'>WOLGrieveCannon</Train>
		<Tech column='2' page='1' row='0'>VeteranAspidePeru</Tech>
		<Tech column='2' page='1' row='0'>GuardAspidePeru</Tech>
		<Tech column='2' page='1' row='0'>ImperialAspidePeru</Tech>
		<Tech column='4' page='1' row='0'>PasavolantePeru</Tech>
		<Tech column='4' page='1' row='0'>ImperialPasavolantePeru</Tech>
		<Tech column='5' page='1' row='0'>PedreroPeru</Tech>
		<Tech column='5' page='1' row='0'>ImperialPedreroPeru</Tech>
		<Tech column='4' page='1' row='0'>RoyalGrievePeru</Tech>
		<Tech column='4' page='1' row='0'>ImperialGrievePeru</Tech>
		<Tech column='6' page='1' row='0'>CulebrinaPeru</Tech>
		<Tech column='6' page='1' row='0'>ImperialCulebrinaPeru</Tech>
		<Tech column='3' page='22' row='3'>PeruArtilleryTrainPoints1</Tech>
		<Tech column='3' page='22' row='3'>PeruArtilleryTrainPoints2</Tech>
		<Tech column='3' page='22' row='3'>PeruArtilleryTrainPoints3</Tech>
		<Tech column='3' page='22' row='3'>PeruArtilleryTrainPoints4</Tech>
		<Tech column='4' page='22' row='3'>PeruArtillerySpeed1</Tech>
		<Tech column='4' page='22' row='3'>PeruArtillerySpeed2</Tech>
		<Tech column='4' page='22' row='3'>PeruArtillerySpeed3</Tech>
		<Tech column='4' page='22' row='3'>PeruArtillerySpeed4</Tech>
		<Tech column='5' page='22' row='3'>PeruArtilleryHP1</Tech>
		<Tech column='5' page='22' row='3'>PeruArtilleryHP2</Tech>
		<Tech column='5' page='22' row='3'>PeruArtilleryHP3</Tech>
		<Tech column='5' page='22' row='3'>PeruArtilleryHP4</Tech>
		<Tech column='6' page='22' row='3'>PeruArtilleryDamage1</Tech>
		<Tech column='6' page='22' row='3'>PeruArtilleryDamage2</Tech>
		<Tech column='6' page='22' row='3'>PeruArtilleryDamage3</Tech>
		<Tech column='6' page='22' row='3'>PeruArtilleryDamage4</Tech>
		<Tech column='7' page='22' row='3'>PeruClement</Tech>
		<!-- End Peruvian List -->
		<!-- Start Maltese Units -->
		<Train column='0' page='0' row='0'>WOLRam</Train>
		<Train column='1' page='0' row='0'>DLCwarhammer</Train>
		<Train column='9' page='0' row='0'>DLChoopthrower</Train>
		<!-- End Maltese Units -->
		<!-- Start Maltese Upgrades -->
		<Tech column='0' page='1' row='0'>Cappedrams</Tech>
		<Tech column='0' page='1' row='0'>Siegerams</Tech>
		<Tech column='0' page='1' row='0'>Imperialsiegerams</Tech>
		<Tech column='1' page='1' row='0'>Guardwarhammers</Tech>
		<Tech column='1' page='1' row='0'>Imperialwarhammers</Tech>
		<Tech column='9' page='1' row='0'>Imperialhoopthrowers</Tech>
		<!-- End Maltese Upgrades -->

		<Tech column='1' page='1' row='0'>RGitaliangrenadiers</Tech>
		<Tech column='1' page='1' row='0'>Imperialitaliangrenadiers</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialAspideBrazilians</Tech>
		<Tech column='1' page='1' row='0'>WOLImperialCulebrinaBrazilians</Tech>
		<Tech column='2' page='1' row='0'>WOLImperialCerbatanaBrazilians</Tech>
		<Tech column='3' page='1' row='0'>WOLImperialLombardaBrazilians</Tech>

		<Train column='1' page='0' row='0'>Humbaraci</Train>
		<Tech column='1' page='1' row='0'>WOLImperialHumbaracis</Tech>
		<Tech column='0' page='1' row='0'>WOLImperialAbusGuns</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>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>WOLCholo</Contain>
		<Tactics>house.tactics</Tactics>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='300' name='Arsenal'>
		<DBID>27</DBID>
		<DisplayNameID>22924</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\arsenal.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='4' row='0'>Pillage</Tech>
		<Tech column='5' page='2' row='0'>MilitaryDrummers</Tech>
		<Tech column='1' page='2' row='0'>Bayonet</Tech>
		<Tech column='0' page='5' row='0'>IncendiaryGrenades</Tech>
		<Tech column='4' page='2' row='0'>PaperCartridge</Tech>
		<Tech column='0' page='2' row='0'>Rifling</Tech>
		<Tech column='0' page='4' row='0'>CavalryCuirass</Tech>
		<Tech column='1' page='5' row='0'>GunnersQuadrant</Tech>
		<Tech column='0' page='2' row='0'>InfantryBreastplate</Tech>
		<Tech column='4' page='5' row='0'>Trunion</Tech>
		<Tech column='3' page='2' row='0'>Flintlock</Tech>
		<Tech column='3' page='5' row='0'>ProfessionalGunners</Tech>
		<Tech column='2' page='5' row='0'>HeatedShot</Tech>
		<Tech column='1' page='4' row='0'>Caracole</Tech>

		<Tech column='0' page='2' row='0'>WOTTAinfantry01LA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry02LA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry03LA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry04LA</Tech>
		<Tech column='0' page='2' row='0'>WOTTAinfantry01NA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry02NA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry03NA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry04NA</Tech>
		<Tech column='0' page='2' row='0'>WOTTAinfantry012NA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry022NA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry032NA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry042NA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry01LA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry02LA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03LA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04LA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry01NA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry02NA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03NA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04NA</Tech>
		<Tech column='4' page='4' row='0'>WOTTAcavalry05LA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry012NA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry022NA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry032NA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry042NA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery01LA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02LA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery03LA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery01NA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02NA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery03NA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery012NA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery022NA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery032NA</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>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>WOLCholo</Contain>
		<Tactics>house.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='301' name='Church'>
		<DBID>29</DBID>
		<DisplayNameID>444311</DisplayNameID>
		<EditorNameID>22928</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\church.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>444312</RolloverTextID>
		<ShortRolloverTextID>25620</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<MaxContained>0</MaxContained>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<UnitType>Resource</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<!-- Units -->
		<Train column='0' page='0' row='0'>Jesuit</Train>
		<Train column='0' page='0' row='0'>Missionary</Train>
		<Train column='0' page='0' row='0'>Priest</Train>
		<Train column='0' page='0' row='0'>WOLPriestAustralian</Train>
		<Train column='1' page='0' row='0'>Inquisitor</Train>
		<Train column='1' page='0' row='0'>WOLInquisitorAustralian</Train>
		<!-- Religions and their techs -->
		<Tech column='2' page='0' row='0'>RELIGIONPriest01</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest02</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest03</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest04</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith01</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith02</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith03</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith04</Tech>
		<Tech column='2' page='0' row='0'>WOLReligionPriest01Mexican</Tech>
		<Tech column='2' page='0' row='0'>WOLReligionPriest02Mexican</Tech>
		<Tech column='2' page='0' row='0'>WOLReligionPriest03Mexican</Tech>
		<Tech column='2' page='0' row='0'>WOLReligionPriest04Mexican</Tech>
		<Tech column='3' page='0' row='0'>WOLReligionFaith01Mexican</Tech>
		<Tech column='3' page='0' row='0'>WOLReligionFaith02Mexican</Tech>
		<Tech column='3' page='0' row='0'>WOLReligionFaith03Mexican</Tech>
		<Tech column='3' page='0' row='0'>WOLReligionFaith04Mexican</Tech>

		<Tech column='0' page='1' row='0'>RELIGIONAtheism</Tech>
		<Tech column='0' page='1' row='0'>WOLReligionAtheismAustralian</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONLutheran</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONBaptist</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONOrthodox</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONShamanism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONJudaism</Tech>
		<Tech column='3' page='1' row='0'>RELIGIONCandomble</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONAnglican</Tech>
		<Tech column='1' page='1' row='0'>WOLReligionAnglicanAustralian</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONIslam</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONCatholic</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONBuddhism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONTaoism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONAnimism</Tech>
		<Tech column='2' page='1' row='0'>WOLReligionAnimismAustralian</Tech>
		<Tech column='3' page='1' row='0'>RELIGIONShinto</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONHinduism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONCalvinism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONHeliolatry</Tech>
		
		<Tech column='0' page='1' row='1'>RELIGIONCatholic01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONCatholic02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONCatholic03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONCatholic04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONCatholic05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONCatholic06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONIslam01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONIslam02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONIslam03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONIslam04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONIslam05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONIslam06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONAnglican01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAnglican02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAnglican03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAnglican04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAnglican05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAnglican06</Tech>

		<Tech column='0' page='1' row='1'>WOLReligionAnglicanAustralian01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionAnglicanAustralian02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionAnglicanAustralian03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionAnglicanAustralian04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionAnglicanAustralian05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionAnglicanAustralian06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONOrthodox01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONOrthodox02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONOrthodox03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONOrthodox04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONOrthodox05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONOrthodox06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONLutheran01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONLutheran02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONLutheran03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONLutheran04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONLutheran05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONLutheran06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONJudaism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONJudaism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONJudaism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONJudaism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONJudaism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONJudaism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONShamanism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShamanism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShamanism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShamanism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShamanism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONCandomble01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONCandomble02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONCandomble03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONCandomble04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONCandomble05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONCandomble06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>

		<Tech column='0' page='1' row='1'>WOLReligionAtheismAustralian01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionAtheismAustralian02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionAtheismAustralian03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionAtheismAustralian04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionAtheismAustralian05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionAtheismAustralian06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONBaptist01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONBaptist02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONBaptist03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONBaptist04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONBaptist05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONBaptist06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONBuddhism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONBuddhism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONBuddhism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONBuddhism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONBuddhism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONBuddhism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONTaoism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONTaoism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONTaoism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONTaoism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONTaoism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONTaoism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONAnimism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAnimism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAnimism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAnimism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAnimism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAnimism06</Tech>

		<Tech column='0' page='1' row='1'>WOLReligionAnimismAustralian01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionAnimismAustralian02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionAnimismAustralian03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionAnimismAustralian04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionAnimismAustralian05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionAnimismAustralian06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONShinto01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShinto02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShinto03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShinto04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShinto05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShinto06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONHinduism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONHinduism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONHinduism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONHinduism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONHinduism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONHinduism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONCalvinism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONCalvinism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONCalvinism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONCalvinism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONCalvinism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONCalvinism06</Tech>

		<Tech column='0' page='1' row='1'>RELIGIONHeliolatry01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONHeliolatry02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONHeliolatry03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONHeliolatry04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONHeliolatry05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONHeliolatry06</Tech>
		<!-- Peruvian List -->
		<Tech column='4' page='0' row='4'>RELIGIONAtheismPeru</Tech>
		<Tech column='5' page='0' row='5'>RELIGIONCatholicPeru</Tech>
		<Tech column='6' page='0' row='6'>RELIGIONShamanismPeru</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONcatholic01Peru</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONcatholic02Peru</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONcatholic03Peru</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONcatholic04Peru</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONcatholic05Peru</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONcatholic06Peru</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONShamanism01Peru</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02Peru</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShamanism03Peru</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShamanism04Peru</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShamanism05Peru</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShamanism06Peru</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01Peru</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02Peru</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03Peru</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04Peru</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05Peru</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06Peru</Tech>
		<!-- End Peruvian List -->
		<!-- Royal Decrees -->
		<Tech column='0' page='2' row='2'>ChurchCodeNapoleon</Tech>
		<Tech column='1' page='2' row='2'>ChurchGardeImperial1</Tech>
		<Tech column='1' page='2' row='2'>ChurchGardeImperial2</Tech>
		<Tech column='1' page='2' row='2'>ChurchGardeImperial3</Tech>
		<Tech column='7' page='2' row='2'>UniqueSPCGrandEncampment</Tech>
		<Tech column='9' page='2' row='2'>ChurchZweihander</Tech>
		<Tech column='8' page='2' row='2'>ChurchQuatrefage</Tech>
		<Tech column='6' page='2' row='2'>UniqueSPCPatriots</Tech>
		<Tech column='7' page='2' row='2'>ChurchWesternization</Tech>
		<Tech column='7' page='2' row='2'>ChurchThinRedLine</Tech>
		<Tech column='9' page='2' row='2'>ChurchTowerAndSword</Tech>
		<Tech column='7' page='2' row='2'>ChurchTillysDiscipline</Tech>
		<Tech column='8' page='2' row='2'>ChurchBestieros</Tech>
		<Tech column='7' page='2' row='2'>ChurchCoffeeTrade</Tech>
		<Tech column='9' page='2' row='2'>ChurchRogersRangers</Tech>
		<Tech column='9' page='2' row='2'>ChurchWildGeeseSpanish</Tech>
		<Tech column='8' page='2' row='2'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech column='7' page='2' row='2'>ChurchEconmediaManor</Tech>
		<Tech column='7' page='2' row='2'>ChurchPetrineReforms</Tech>
		<Tech column='9' page='2' row='2'>ChurchStadholders</Tech>
		<Tech column='8' page='2' row='2'>ChurchWallensteinsContracts</Tech>
		<Tech column='8' page='2' row='2'>ChurchWaardgelders</Tech>
		<Tech column='9' page='2' row='2'>ChurchBashkirPonies</Tech>
		<Tech column='7' page='2' row='2'>ChurchCorsolet</Tech>
		<Tech column='8' page='2' row='2'>ChurchBlackWatch</Tech>
		<Tech column='6' page='2' row='2'>UniqueSPCCorsolet</Tech>
		<Tech column='8' page='2' row='2'>UniqueSPCHighCrusade</Tech>
		<Tech column='6' page='2' row='2'>UniqueSPCIndianFriendship</Tech>
		<Tech column='7' page='2' row='2'>UniqueSPCTaxBurden</Tech>
		<Tech column='0' page='2' row='2'>WOLChurchImperialCrypt</Tech>
		<Tech column='1' page='2' row='2'>WOLChurchRoyalGrenadiers</Tech>
		<Tech column='2' page='2' row='2'>WOLChurchCatholicLeague</Tech>
		<Tech column='8' page='2' row='2'>WOLChurchTartarLoyalists</Tech>
		<!-- Tech column='8' page='2' row='2'>WOLChurchTartarLoyalists</Tech -->
		<Tech column='6' page='2' row='2'>ChurchCacciatoriMaltese</Tech>
		<Tech column='7' page='2' row='2'>ChurchGalleysMaltese</Tech>
		<!-- Other techs -->
		<Tech column='6' page='2' row='2'>NAtechAUSuniquetechmaori05</Tech>
		<Tech column='7' page='2' row='2'>NAtechAUSuniquetechcolonizers08</Tech>
		<Tech column='0' page='2' row='0'>ChurchMilletSystem</Tech>
		<Tech column='0' page='2' row='0'>ChurchKopruluViziers</Tech>
		<Tech column='0' page='2' row='0'>ChurchAbbassidMarket</Tech>
		<Tech column='1' page='2' row='2'>ChurchGalataTowerDistrict</Tech>
		<Tech column='1' page='2' row='2'>ChurchTopkapi</Tech>
		<Tech column='1' page='2' row='2'>ChurchTanzimat</Tech>
		<Tech column='3' page='2' row='2'>ChurchTopcuCorps</Tech>
		<Tech column='2' page='2' row='2'>ChurchTufanciCorps</Tech>
		<!-- Tech column='3' page='1' row='0'>ChurchSpacer01</Tech>
		<Tech column='4' page='1' row='0'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='0'>ChurchSpacer03</Tech>
		<Tech column='1' page='0' row='0'>ChurchSpacerPriest</Tech -->
		<Train column='0' page='2' row='0'>WOLserbianfire</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>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>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>church.tactics</Tactics>
		<!-- ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction -->
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='302' name='Rodelero'>
		<DBID>32</DBID>
		<DisplayNameID>22935</DisplayNameID>
		<EditorNameID>25027</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</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>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3.000000</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>3.0000</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>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='306' name='Halberdier'>
		<DBID>36</DBID>
		<DisplayNameID>22944</DisplayNameID>
		<EditorNameID>25009</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\DLC\Fenriz\Units\Halberdier\halberdier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\halberdier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\halberdier_portrait</PortraitIcon>
		<RolloverTextID>22943</RolloverTextID>
		<ShortRolloverTextID>25647</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>18.0000</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>275.0000</InitialHitpoints>
		<MaxHitpoints>275.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>6.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>18.0000</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>280.0000</InitialHitpoints>
		<MaxHitpoints>280.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>34.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>10.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='311' name='Priest'>
		<DBID>41</DBID>
		<DisplayNameID>22954</DisplayNameID>
		<EditorNameID>27773</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Priest\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>70578</RolloverTextID>
		<ShortRolloverTextID>25698</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<CarryCapacity resourcetype='Fame'>1.0000</CarryCapacity>
		<ProjectileProtoUnit>InvisibleProjectileNoTracer</ProjectileProtoUnit>
		<DeadReplacement>WOLPriestSpawn</DeadReplacement>
		<UnitAIType>RangedCombative</UnitAIType>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>priest.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Capoeira</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic1</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic2</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>27.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic3</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>24.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic4</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>19.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic5</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>15.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>30.0000</ROF>
			<HitPercent>100.000000</HitPercent>
			<HitPercentType>CriticalDisciple</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb2</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>3.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
			<Rate type='EGYChurchCaravan'>1.000000</Rate>
			<Rate type='SANmonument'>1.000000</Rate>
			<Rate type='SANmonument2'>1.000000</Rate>
			<Rate type='SANmonument3'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Mill'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='312' name='Skirmisher'>
		<DBID>42</DBID>
		<DisplayNameID>22956</DisplayNameID>
		<EditorNameID>25032</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='313' name='Grenadier'>
		<DBID>43</DBID>
		<DisplayNameID>22958</DisplayNameID>
		<EditorNameID>25008</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>245.0000</InitialHitpoints>
		<MaxHitpoints>245.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<Train column='0' page='6' row='0'>Fishery</Train>
		<Train column='0' page='6' row='0'>Fishtrap</Train>
		<Command column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='FishTrap'>0.550000</Rate>
			<Rate type='WOLGuanera'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='316' name='TrainEngine'>
		<DBID>48</DBID>
		<DisplayNameID>22968</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='317' name='Envoy'>
		<DBID>50</DBID>
		<DisplayNameID>22973</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>envoy.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='319' name='Longbowman'>
		<DBID>53</DBID>
		<DisplayNameID>22979</DisplayNameID>
		<EditorNameID>25019</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>95.0000</InitialHitpoints>
		<MaxHitpoints>95.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</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>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='321' name='TrainCoalcar'>
		<DBID>55</DBID>
		<DisplayNameID>23041</DisplayNameID>
		<EditorNameID>36195</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='322' name='TrainCaboose'>
		<DBID>56</DBID>
		<DisplayNameID>23043</DisplayNameID>
		<EditorNameID>36194</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='323' name='NatJaguarWarrior'>
		<DBID>65</DBID>
		<DisplayNameID>23521</DisplayNameID>
		<EditorNameID>25015</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='324' name='NatEagleWarrior'>
		<DBID>66</DBID>
		<DisplayNameID>23523</DisplayNameID>
		<EditorNameID>25003</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aztecs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='331' name='NatTomahawk'>
		<DBID>86</DBID>
		<DisplayNameID>23601</DisplayNameID>
		<EditorNameID>25035</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Iroquois</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\natives\tomahawk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\tomahawk_icon_64x64</Icon>
		<PortraitIcon>units\natives\tomahawk_portrait</PortraitIcon>
		<RolloverTextID>23600</RolloverTextID>
		<ShortRolloverTextID>25690</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='332' name='Blockhouse'>
		<DBID>87</DBID>
		<DisplayNameID>23634</DisplayNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2700.0000</InitialHitpoints>
		<MaxHitpoints>2700.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Strelet</Train>
		<Train column='1' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>WOLOpolchenets</Train>
		<Train column='3' page='0' row='0'>RifleTroop</Train>
		<Tech column='0' page='1' row='0'>VeteranStrelets</Tech>
		<Tech column='0' page='1' row='0'>GuardStrelets</Tech>
		<Tech column='0' page='1' row='0'>ImperialStrelets</Tech>
		<Tech column='1' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='1' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='1' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='2' page='1' row='0'>WOLGuardOpolcheniye</Tech>
		<Tech column='2' page='1' row='0'>WOLImperialOpolcheniye</Tech>
		<Tech column='3' page='1' row='0'>WOLImperialPekhotas</Tech>
		<Tech column='4' page='1' row='0'>FrontierBlockhouse</Tech>
		<Tech column='4' page='1' row='0'>FortifiedBlockhouse</Tech>
		<Tech column='0' page='2' row='0'>ChurchStandingArmy</Tech>
		<Tech column='1' page='2' row='0'>ChurchTownWatch</Tech>
		<Tech column='2' page='2' row='0'>ChurchGasLighting</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>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>blockhouse.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Active>0</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='333' name='Pronghorn'>
		<DBID>88</DBID>
		<DisplayNameID>23643</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='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>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='335' name='Strelet'>
		<DBID>94</DBID>
		<DisplayNameID>23658</DisplayNameID>
		<EditorNameID>25034</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ryadavoy\ryadavoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ryadavoy\ryadavoy_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ryadavoy\ryadavoy_portrait</PortraitIcon>
		<RolloverTextID>23657</RolloverTextID>
		<ShortRolloverTextID>25729</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>32.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>10.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</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>3.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</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>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>32.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='338' name='Bank'>
		<DBID>103</DBID>
		<DisplayNameID>23708</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>280.0000</Bounty>
		<BuildBounty>140.0000</BuildBounty>
		<Cost resourcetype='Food'>350.0000</Cost>
		<Cost resourcetype='Wood'>350.0000</Cost>
		<InitialResource resourcetype='Gold'>10.0000</InitialResource>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>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>18.0000</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>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>280.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>93.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='340' name='Janissary'>
		<DBID>106</DBID>
		<DisplayNameID>23735</DisplayNameID>
		<EditorNameID>25017</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>3.0000</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>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='342' name='Minuteman'>
		<DBID>113</DBID>
		<DisplayNameID>23826</DisplayNameID>
		<EditorNameID>23826</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>23824</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<Cost resourcetype='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='343' name='TreeCarolinaGrass'>
		<DBID>114</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>23829</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>125.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</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>40.000000</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>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.750000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='346' name='Ruyter'>
		<DBID>120</DBID>
		<DisplayNameID>23866</DisplayNameID>
		<EditorNameID>25028</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ruyter\ruyter_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ruyter\ruyter_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ruyter\ruyter_portrait</PortraitIcon>
		<RolloverTextID>23865</RolloverTextID>
		<ShortRolloverTextID>25703</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>31.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='347' name='Cacadore'>
		<DBID>122</DBID>
		<DisplayNameID>23909</DisplayNameID>
		<EditorNameID>24993</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='348' name='Factory'>
		<DBID>129</DBID>
		<DisplayNameID>23986</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>240.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='4' page='1' row='0'>ImperialBombard</Tech>
		<Tech column='4' page='1' row='0'>ImperialRocket</Tech>
		<Tech column='0' page='1' row='0'>FactoryCannery</Tech>
		<Tech column='4' page='1' row='0'>ImperialCannon</Tech>
		<Tech column='4' page='1' row='0'>ImperialMercBombard</Tech>
		<Tech column='4' page='1' row='0'>WOLImperialNordenfeltGuns</Tech>
		<Tech column='2' page='1' row='0'>FactorySteamPower</Tech>
		<Tech column='1' page='1' row='0'>FactoryWaterPower</Tech>
		<Tech column='3' page='1' row='0'>FactoryMassProduction</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANparrott03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAparrott03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAparrott04</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAparrott05</Tech>
		<Tech column='4' page='1' row='0'>NAtechAUSparrott03</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='9'>Tactic11</Command>
		<Command column='1' page='9'>Tactic12</Command>
		<Command column='2' page='9'>Tactic10</Command>
		<Command column='3' page='9'>Tactic13</Command>
		<Tactics>factory.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>4.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>4.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>4.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>98.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Tactics>rocket.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>600.000000</DamageCap>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>warwagon.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>3.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ohkrana\ohkrana_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ohkrana\ohkrana_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ohkrana\ohkrana_portrait</PortraitIcon>
		<RolloverTextID>24109</RolloverTextID>
		<ShortRolloverTextID>25693</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Demi Lancer\demi_lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Demi Lancer\demi_lancer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Demi Lancer\demi_lancer_portrait</PortraitIcon>
		<RolloverTextID>24118</RolloverTextID>
		<ShortRolloverTextID>25650</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</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>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='354' name='NatRifleman'>
		<DBID>138</DBID>
		<DisplayNameID>24183</DisplayNameID>
		<EditorNameID>25029</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cherokee</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='355' name='NatTracker'>
		<DBID>139</DBID>
		<DisplayNameID>24185</DisplayNameID>
		<EditorNameID>25036</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Cree</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='356' name='NatHuaminca'>
		<DBID>140</DBID>
		<DisplayNameID>24187</DisplayNameID>
		<EditorNameID>25014</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Incas</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeBolas.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>Bola</Projectile>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='358' name='NatHolcanSpearman'>
		<DBID>142</DBID>
		<DisplayNameID>24191</DisplayNameID>
		<EditorNameID>25012</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>18.0000</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>365.0000</InitialHitpoints>
		<MaxHitpoints>365.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>42.000000</DamageCap>
			<DamageArea>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='362' name='Campfire'>
		<DBID>164</DBID>
		<DisplayNameID>24797</DisplayNameID>
		<EditorNameID>24798</EditorNameID>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.4900</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\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>430.0000</InitialHitpoints>
		<MaxHitpoints>430.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>22.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>240.0000</Cost>
		<ScoreValue>24.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='367' name='MercSwissPikeman'>
		<DBID>174</DBID>
		<DisplayNameID>24824</DisplayNameID>
		<EditorNameID>25172</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>18.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<ScoreValue>16.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='368' name='WallWoodNative'>
		<DBID>176</DBID>
		<DisplayNameID>24832</DisplayNameID>
		<EditorNameID>24833</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</Bounty>
		<UnitType>EmbellishmentClass</UnitType>
		<Tech column='0' page='1' row='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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractFarm'>0.670000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>1.250000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='370' name='Elk'>
		<DBID>181</DBID>
		<DisplayNameID>24861</DisplayNameID>
		<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\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>5.0000</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\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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='372' name='MercHighlander'>
		<DBID>183</DBID>
		<DisplayNameID>24867</DisplayNameID>
		<EditorNameID>25011</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='373' name='Nugget'>
		<DBID>186</DBID>
		<DisplayNameID>24915</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_1x1.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='375' name='WallStraight5'>
		<DBID>190</DBID>
		<DisplayNameID>24927</DisplayNameID>
		<EditorNameID>25388</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_1x5.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Tactics>incabuilding.tactics</Tactics>
		<Command column='0' page='6'>Transform</Command>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='376' name='Fire'>
		<DBID>192</DBID>
		<DisplayNameID>24944</DisplayNameID>
		<EditorNameID>24944</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>5.0000</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\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>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>25.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='379' name='Coureur'>
		<DBID>196</DBID>
		<DisplayNameID>25038</DisplayNameID>
		<EditorNameID>25039</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</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>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
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		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
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		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypMonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
			<Rate type='WOLChurchGreek'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.040000</Rate>
			<Rate type='Mill'>0.840000</Rate>
			<Rate type='WOLPasture'>0.840000</Rate>
			<Rate type='Plantation'>0.630000</Rate>
			<Rate type='WOLPlantationIroquois'>0.630000</Rate>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='Herdable'>2.500000</Rate>
			<Rate type='AbstractMine'>0.740000</Rate>
			<Rate type='AppleTree'>0.830000</Rate>
			<Rate type='BananaBush'>0.830000</Rate>
			<Rate type='BerryBush'>0.830000</Rate>
			<Rate type='BerryBushSertao'>0.830000</Rate>
			<Rate type='Breadfruit'>0.830000</Rate>
			<Rate type='BushTomato'>0.830000</Rate>
			<Rate type='Coconut'>0.830000</Rate>
			<Rate type='CoconutPalm'>0.830000</Rate>
			<Rate type='CoffeePlant'>0.830000</Rate>
			<Rate type='DatePalm'>0.830000</Rate>
			<Rate type='GrapeBush'>0.830000</Rate>
			<Rate type='JabuticabaBush'>0.830000</Rate>
			<Rate type='KiwiFruit'>0.830000</Rate>
			<Rate type='MacadamiaTree'>0.830000</Rate>
			<Rate type='Mushrooms'>0.830000</Rate>
			<Rate type='OrangeTree'>0.830000</Rate>
			<Rate type='Peanuts'>0.830000</Rate>
			<Rate type='Pomegranate'>0.830000</Rate>
			<Rate type='SugarCaneBush'>0.830000</Rate>
			<Rate type='Watermelon'>0.830000</Rate>
			<Rate type='Farm'>0.630000</Rate>
			<Rate type='WOLFarmIroquois'>0.630000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.630000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.430000</Rate>
			<Rate type='ypGroveBuilding'>0.620000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='380' name='WarDog'>
		<DBID>197</DBID>
		<DisplayNameID>25043</DisplayNameID>
		<EditorNameID>25044</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='381' name='TestObject'>
		<DBID>198</DBID>
		<DisplayNameID>25049</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>18.0000</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>1450.0000</InitialHitpoints>
		<MaxHitpoints>1450.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>60.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Bosniak\bosniak_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Bosniak Lancer_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Bosniak Lancer_BIG</PortraitIcon>
		<RolloverTextID>25144</RolloverTextID>
		<ShortRolloverTextID>25663</ShortRolloverTextID>
		<InitialHitpoints>585.0000</InitialHitpoints>
		<MaxHitpoints>585.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>26.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>520.0000</InitialHitpoints>
		<MaxHitpoints>520.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>23.0000</TrainPoints>
		<Bounty>27.0000</Bounty>
		<BuildBounty>27.0000</BuildBounty>
		<Cost resourcetype='Gold'>270.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Gold'>220.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='386' name='MercRonin'>
		<DBID>204</DBID>
		<DisplayNameID>25165</DisplayNameID>
		<EditorNameID>25166</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>160.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>58.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</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>18.0000</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>295.0000</InitialHitpoints>
		<MaxHitpoints>295.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>240.000000</DamageCap>
			<DamageArea>3.000000</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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>440.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Train column='3' page='0' row='0'>Okchu</Train>
		<Train column='4' page='0' row='0'>Azap</Train>
		<Train column='7' page='0' row='0'>Nizam</Train>
		<Train column='8' page='0' row='0'>Akinci</Train>
		<Train column='0' page='0' row='0'>General</Train>
		<Train column='0' page='0' row='0'>NAmilitia</Train>
		<Train column='0' page='0' row='0'>WOLMilitiaAustralian</Train>
		<Train column='0' page='0' row='0'>Pavisier</Train>
		<Train column='1' page='0' row='0'>NAspontooner</Train>
		<Train column='1' page='0' row='0'>WOLSpontoonerAustralian</Train>
		<Train column='1' page='0' row='0'>Landsknecht</Train>
		<Train column='2' page='0' row='0'>NAkingsmousquetaire</Train>
		<Train column='2' page='0' row='0'>NAmarine</Train>
		<Train column='2' page='0' row='0'>Pandour</Train>
		<Train column='2' page='0' row='0'>NABushranger</Train>
		<Train column='2' page='0' row='0'>NAHeadhunter</Train>
		<Train column='2' page='0' row='0'>NATupara</Train>
		<Train column='2' page='0' row='0'>NARumCorps</Train>
		<Train column='2' page='0' row='0'>NABlackTracker</Train>
		<Train column='2' page='0' row='0'>WalerHorse</Train>
		<Train column='2' page='0' row='0'>NativePolice</Train>
		<Train column='2' page='0' row='0'>NApatriot</Train>
		<Train column='2' page='0' row='0'>NAfootguard</Train>
		<Train column='3' page='0' row='0'>NArifleman</Train>
		<Train column='3' page='0' row='0'>WOLRiflemanAustralian</Train>
		<Train column='3' page='0' row='0'>Doppelsoldner</Train>
		<Train column='4' page='0' row='0'>NAsharpshooter</Train>
		<Train column='4' page='0' row='0'>Grenzer</Train>
		<Train column='4' page='0' row='0'>NAfencible</Train>
		<Train column='4' page='0' row='0'>NAmetisrebel</Train>
		<Train column='5' page='0' row='0'>NAblackwatch</Train>
		<Train column='5' page='0' row='0'>NAvoltigeur</Train>
		<Train column='0' page='0' row='0'>NAlightcavalry</Train>
		<Train column='0' page='0' row='0'>WOLLightCavalryAustralian</Train>
		<Train column='0' page='0' row='0'>Krajisnik</Train>
		<Train column='1' page='0' row='0'>NAmississaugahorse</Train>
		<Train column='1' page='0' row='0'>NAmountedrifle</Train>
		<Train column='1' page='0' row='0'>NAtexasranger</Train>
		<Train column='1' page='0' row='0'>Reiter</Train>
		<Train column='2' page='0' row='0'>NAmountie</Train>
		<Train column='2' page='0' row='0'>NAbuffalosoldier</Train>
		<Train column='2' page='0' row='0'>NAcavalrycorps</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Catapultnoh</Train>
		<Train column='0' page='0' row='0'>Borracho</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Machetero</Train>
		<Train column='1' page='0' row='0'>dangpaspearman</Train>
		<Train column='1' page='0' row='0'>Ordenanca</Train>
		<Train column='2' page='0' row='0'>Carabinero</Train>
		<Train column='2' page='0' row='0'>pieonjeongarcher</Train>
		<Train column='2' page='0' row='0'>Soldadera</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>CivicoBlock</Train>
		<Train column='2' page='0' row='0'>Conscripto</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>SkirmisherBlock</Train>
		<Train column='3' page='0' row='0'>Escopetero</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Carabinero</Train>
		<Train column='3' page='0' row='0'>CarabineroBlock</Train>
		<Train column='3' page='0' row='0'>Volunteer</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>WOLOpolcheniye</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='2' page='0' row='0'>Lassador</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='5' page='0' row='0'>HussarBlock</Train>
		<Train column='5' page='0' row='0'>Lancero</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='6' page='0' row='0'>Acacaraya</Train>
		<Train column='6' page='0' row='0'>Granadero</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Jinete</Train>
		<Train column='7' page='0' row='0'>FrontierCavalryBlock</Train>
		<Train column='7' page='0' row='0'>Mountedcassador</Train>
		<Train column='8' page='0' row='0'>Bacamartero</Train>
		<Train column='8' page='0' row='0'>BacamarteroBlock</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Humbaraci</Train>
		<Train column='8' page='0' row='0'>Magyar</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypOldHanArmy</Train>
		<Train column='1' page='0' row='0'>ypStandardArmy</Train>
		<Train column='2' page='0' row='0'>ypMingArmy</Train>
		<Train column='3' page='0' row='0'>ypTerritorialArmy</Train>
		<Train column='4' page='0' row='0'>ypForbiddenArmy</Train>
		<Train column='5' page='0' row='0'>ypImperialArmy</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='1' page='0' row='0'>ypSepoy</Train>
		<Train column='2' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='3' page='0' row='0'>ypSowar</Train>
		<Train column='4' page='0' row='0'>ypZamburak</Train>
		<Train column='5' page='0' row='0'>ypMahout</Train>
		<Train column='6' page='0' row='0'>ypHowdah</Train>
		<Train column='4' page='0' row='0'>Snapphane</Train>
		<Train column='4' page='0' row='0'>chorofylax</Train>
		<Train column='5' page='0' row='0'>klepht</Train>
		<Train column='4' page='0' row='0'>WOLAlpino</Train>
		<Train column='5' page='0' row='0'>WOLBersagliere</Train>
		<Train column='0' page='0' row='0'>HwalArcher</Train>
		<Train column='0' page='0' row='0'>koreanwarwagon</Train>
		<Tech column='1' page='1' row='0'>Revetment</Tech>
		<Tech column='2' page='1' row='0'>StarFort</Tech>
		<Tech column='0' page='1' row='0'>WOTTAfort01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAfort02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAfort02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAfort04NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAfort01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAfort03NA</Tech>
		<Train column='0' page='0' row='0'>GreenJacket</Train>
		<Train column='2' page='0' row='0'>Redcoat</Train>
		<Train column='6' page='0' row='0'>Highlander</Train>
		<Train column='7' page='0' row='0'>WOLScotsGrey</Train>
		<Train column='9' page='0' row='0'>WOLForeignLegion</Train>
		<Train column='2' page='0' row='0'>WOLRegular</Train>
		<Train column='3' page='0' row='0'>WOLAduanero</Train>
		<Train column='3' page='0' row='0'>WOLOpolchenets</Train>
		<!-- Train column='3' page='0' row='0'>WOLTxapelgorris</Train -->
		<Train column='0' page='0' row='0'>WOLLandwehr</Train>
		<Train column='1' page='0' row='0'>WOLJaeger</Train>
		<Train column='8' page='0' row='0'>WOLTotenkopfHussar</Train>
		<Train column='6' page='0' row='0'>WOLFlankeur</Train>
		<Train column='6' page='0' row='0'>RifleTroop</Train>
		<Train column='7' page='0' row='0'>Atirador</Train>
		<Train column='8' page='0' row='0'>EscoltaSpain</Train>
		<!-- Start Maltese Units -->
		<Train column='0' page='0' row='0'>DLChospitaller</Train>
		<Train column='1' page='0' row='0'>DLCDemolisher</Train>
		<Train column='2' page='0' row='0'>WOLTrebuchet</Train>
		<!-- These units aren't trainable in the Maltese Fort -->
		<!-- Train column='1' page='0' row='0'>DLCpikeman</Train>
		<Train column='4' page='0' row='0'>DLCswordsman</Train>
		<Train column='0' page='0' row='0'>DLClongbowman</Train>
		<Train column='0' page='0' row='0'>DLCarbalester</Train>
		<Train column='8' page='0' row='0'>DLChoopthrower</Train>
		<Train column='8' page='0' row='0'>DLCwarhammer</Train>
		<Train column='5' page='0' row='0'>DLCknight</Train>
		<Train column='7' page='0' row='0'>DLCcranequinier</Train -->
		<!-- End Maltese Units -->
		<!-- Start Maltese Upgrades -->
		<Tech column='0' page='1' row='0'>Guardhospitallers</Tech>
		<Tech column='0' page='1' row='0'>Imperialhospitallers</Tech>
		<!-- End Maltese Upgrades -->
		<Train column='1' page='0' row='0'>WOLPicket</Train>
		<Train column='2' page='0' row='0'>WOLCaco</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>HeroName2</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='3' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Eject</Command>
		<Tactics>fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='393' name='IGCJohn'>
		<DBID>214</DBID>
		<DisplayNameID>25282</DisplayNameID>
		<EditorNameID>25332</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='394' name='IGCAmelia'>
		<DBID>215</DBID>
		<DisplayNameID>25286</DisplayNameID>
		<EditorNameID>25328</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='395' name='IGCKanyenke'>
		<DBID>216</DBID>
		<DisplayNameID>25290</DisplayNameID>
		<EditorNameID>25333</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id='396' name='IGCNonahkee'>
		<DBID>217</DBID>
		<DisplayNameID>25294</DisplayNameID>
		<EditorNameID>25336</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='397' name='IGCAlain'>
		<DBID>218</DBID>
		<DisplayNameID>25298</DisplayNameID>
		<EditorNameID>25327</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='398' name='IGCWarwick'>
		<DBID>219</DBID>
		<DisplayNameID>25302</DisplayNameID>
		<EditorNameID>25338</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='399' name='IGCBeaumont'>
		<DBID>220</DBID>
		<DisplayNameID>25306</DisplayNameID>
		<EditorNameID>25329</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='400' name='IGCLizzie'>
		<DBID>221</DBID>
		<DisplayNameID>25310</DisplayNameID>
		<EditorNameID>25334</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='401' name='IGCSahin'>
		<DBID>222</DBID>
		<DisplayNameID>25314</DisplayNameID>
		<EditorNameID>25337</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='402' name='IGCCooper'>
		<DBID>223</DBID>
		<DisplayNameID>25318</DisplayNameID>
		<EditorNameID>25330</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='403' name='IGCDelgado'>
		<DBID>224</DBID>
		<DisplayNameID>25322</DisplayNameID>
		<EditorNameID>25331</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Priest\missionary.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\priests\spanish_priest_icon</Icon>
		<PortraitIcon>units\priests\spanish_priest_portrait</PortraitIcon>
		<RolloverTextID>70578</RolloverTextID>
		<ShortRolloverTextID>25667</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<ProjectileProtoUnit>InvisibleProjectileNoTracer</ProjectileProtoUnit>
		<AutoAttackRange>13.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<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 column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>priest.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic1</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic2</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic3</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic4</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>25.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic5</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='405' name='WallStraight2'>
		<DBID>227</DBID>
		<DisplayNameID>25380</DisplayNameID>
		<EditorNameID>25391</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_1x2.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Tactics>incabuilding.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='406' name='WallStraight3'>
		<DBID>228</DBID>
		<DisplayNameID>25383</DisplayNameID>
		<EditorNameID>25390</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_1x3.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='407' name='WallStraight4'>
		<DBID>229</DBID>
		<DisplayNameID>25386</DisplayNameID>
		<EditorNameID>25389</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_1x4.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Command column='0' page='6'>Transform</Command>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='408' name='TreeAmazon'>
		<DBID>253</DBID>
		<DisplayNameID>25836</DisplayNameID>
		<EditorNameID>25837</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='413' name='Tapir'>
		<DBID>268</DBID>
		<DisplayNameID>25962</DisplayNameID>
		<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\animals\tapir\tapir.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tapir\tapir_icon_64x64</Icon>
		<PortraitIcon>units\animals\tapir\tapir_portrait</PortraitIcon>
		<RolloverTextID>25961</RolloverTextID>
		<ShortRolloverTextID>25960</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<TrainPoints>70.0000</TrainPoints>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='415' name='CrateofWood'>
		<DBID>275</DBID>
		<DisplayNameID>26025</DisplayNameID>
		<EditorNameID>33052</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Wood'>100.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='416' name='CrateofCoin'>
		<DBID>276</DBID>
		<DisplayNameID>26029</DisplayNameID>
		<EditorNameID>33044</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Gold'>100.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='417' name='Plantation'>
		<DBID>278</DBID>
		<DisplayNameID>26042</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\plantation.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3plantation</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>320.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>20</GathererLimit>
		<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 column='0' page='1' row='0'>EarthCeremony</Tech>
		<Tech column='0' page='1' row='0'>EarthGiftCeremony</Tech>
		<Tech column='0' page='1' row='0'>Homesteading</Tech>
		<Tech column='0' page='1' row='0'>Bookkeeping</Tech>
		<Tech column='0' page='2' row='0'>BigPlantationIntiRayma</Tech>
		<Tech column='0' page='2' row='0'>BigPlantationChamanto</Tech>
		<Tech column='0' page='2' row='0'>BigPlantationTezcatlipoca</Tech>
		<Tech column='0' page='1' row='0'>ImpExcessiveTributeNative</Tech>
		<Tech column='0' page='2' row='0'>BigPlantationGunTrade</Tech>
		<Tech column='0' page='1' row='0'>OreRefining</Tech>
		<Tech column='0' page='2' row='0'>BigPlantationMapleFestival</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA01</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA02</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA03</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA04</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationNA01</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationNA02</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationNA03</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationNA04</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationNA05</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationEURO04</Tech>
		<Tech column='1' page='1' row='1'>NAtechCANuniquetechfrench05</Tech>
		<Tech column='0' page='1' row='0'>BarteringMarket</Tech>
		<Tech column='0' page='1' row='0'>TrasandineCommerce</Tech>
		<Tech column='0' page='1' row='0'>ColumbianExchange</Tech>
		<Tech column='0' page='1' row='0'>GreekOil1</Tech>
		<Tech column='0' page='1' row='0'>GreekOil2</Tech>
		<Tech column='0' page='1' row='0'>GreekOil3</Tech>
		<Tech column='0' page='1' row='0'>GreekOil4</Tech>
		<Tech column='0' page='1' row='0'>GreekOil5</Tech>
		<Tech column='0' page='1' row='0'>GreekOil6</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 column='0' page='10'>Delete</Command>
		<Tactics>plantation.tactics</Tactics>
	</Unit>
	<Unit id='418' name='Capybara'>
		<DBID>279</DBID>
		<DisplayNameID>26053</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>23.0000</Bounty>
		<BuildBounty>23.0000</BuildBounty>
		<Cost resourcetype='Food'>225.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>5.0000</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\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='421' name='Deer'>
		<DBID>299</DBID>
		<DisplayNameID>26178</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Surgeon\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>300.00000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='6' row='0'>FieldHospital</Train>
		<Train column='0' page='6' row='0'>WOLFieldHospitalRussian</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>surgeon.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='425' name='Imam'>
		<DBID>308</DBID>
		<DisplayNameID>26226</DisplayNameID>
		<EditorNameID>27772</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='429' name='Outpost'>
		<DBID>318</DBID>
		<DisplayNameID>26307</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\outpost.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2outpost</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>FortifiedOutpost</Tech>
		<Tech column='0' page='0' row='0'>FrontierOutpost</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost01LA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost02LA</Tech>
		<Tech column='2' page='0' row='1'>ChurchGasLighting</Tech>
		<Tech column='1' page='0' row='1'>ChurchTownWatch</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01LA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01NA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas02NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01LA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch02NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost01NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost02NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost03NA</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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='430' name='Moose'>
		<DBID>326</DBID>
		<DisplayNameID>26507</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</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\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>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='431' name='MuskOx'>
		<DBID>327</DBID>
		<DisplayNameID>26510</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</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\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='433' name='BighornSheep'>
		<DBID>331</DBID>
		<DisplayNameID>26520</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>SteelTraps</Tech>
		<Tech column='1' page='1' row='0'>CircularSaw</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='0' page='2' row='0'>BigMarketNewYear</Tech>
		<Tech column='0' page='2' row='0'>AntropophagicRitual</Tech>
		<Tech column='1' page='1' row='0'>LumberCeremony</Tech>
		<Tech column='1' page='1' row='0'>ForestSpiritCeremony</Tech>
		<Tech column='1' page='1' row='0'>ImpDeforestationNative</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='3' page='1' row='0'>SpiritMedicine</Tech>
		<Tech column='1' page='1' row='0'>ForestPeopleCeremony</Tech>
		<Tech column='2' page='1' row='0'>PlacerMines</Tech>
		<Tech column='2' page='1' row='0'>Amalgamation</Tech>
		<Tech column='5' page='1' row='1'>ChurchMercantilism</Tech>

		<Tech column='1' page='1' row='0'>GREEKageupMILL01</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL02</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL03</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL04</Tech>
		<Tech column='1' page='1' row='0'>SERBIANageupMILL01</Tech>
		<Tech column='1' page='1' row='0'>SERBIANageupMILL02</Tech>
		<Tech column='1' page='1' row='0'>SERBIANageupMILL03</Tech>
		<Tech column='1' page='1' row='0'>SERBIANageupMILL04</Tech>
		<Tech column='1' page='1' row='0'>ROMANIANageupMILL01</Tech>
		<Tech column='1' page='1' row='0'>ROMANIANageupMILL02</Tech>
		<Tech column='1' page='1' row='0'>ROMANIANageupMILL03</Tech>
		<Tech column='1' page='1' row='0'>ROMANIANageupMILL04</Tech>
		<Tech column='1' page='1' row='0'>BULGARIANageupMILL01</Tech>
		<Tech column='1' page='1' row='0'>BULGARIANageupMILL02</Tech>
		<Tech column='1' page='1' row='0'>BULGARIANageupMILL03</Tech>
		<Tech column='1' page='1' row='0'>BULGARIANageupMILL04</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill01</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill02</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill03</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill04</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting03NA</Tech>
		<Tech column='0' page='1' row='0'>Tracking</Tech>
		<Tech column='0' page='1' row='0'>HuntingBows</Tech>
		<Tech column='0' page='1' row='0'>hunting02SAN</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01brazilian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02brazilian</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01LA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01NA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat02NA</Tech>
		<Tech column='3' page='1' row='0'>Balkanplantation01</Tech>
		<Tech column='3' page='1' row='0'>Balkanplantation02</Tech>
		<Tech column='3' page='1' row='0'>Balkanplantation03</Tech>
		<Tech column='3' page='1' row='0'>Balkanplantation04</Tech>
		<Tech column='3' page='1' row='0'>WarriorCulture</Tech>
		<Tech column='2' page='1' row='0'>Mapuchemine01</Tech>
		<Tech column='2' page='1' row='0'>Mapuchemine02</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01NA</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine01</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine02</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine03</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine04</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine04NA</Tech>
		<Tech column='2' page='1' row='0'>IncaMining1</Tech>
		<Tech column='2' page='1' row='0'>IncaMining2</Tech>
		<Tech column='2' page='1' row='0'>IncaMining3</Tech>
		<Tech column='2' page='1' row='0'>IncaMining4</Tech>
		<Tech column='2' page='1' row='0'>FertileGround</Tech>
		<Tech column='2' page='1' row='0'>BountyfullHarvest</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood04NA</Tech>
		<Tech column='1' page='1' row='0'>CopperAxe</Tech>
		<Tech column='1' page='1' row='0'>RainforestLogging</Tech>
		<Tech column='1' page='1' row='0'>SlashandBurn</Tech>
		<Tech column='1' page='1' row='0'>wood02SAN</Tech>
		<Tech column='1' page='1' row='0'>wood03SAN</Tech>
		<Tech column='1' page='1' row='0'>wood04SAN</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood01</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood02</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood03</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood04</Tech>
		
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01NA</Tech>
		<!-- Tech column='4' page='1' row='0'>QuinoaHarvest</Tech>
		<Tech column='4' page='1' row='0'>PotatoHarvest</Tech>
		<Tech column='5' page='1' row='0'>Divination</Tech -->
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02american</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth03american</Tech>
		<Tech column='5' page='1' row='0'>WOTTAsoap</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism01NA</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism02NA</Tech>
		<Tech column='2' page='7' row='0'>NAlevis00</Tech>
		<Tech column='3' page='7' row='0'>NAcocacola00</Tech>
		<Tech column='4' page='7' row='0'>NAge00</Tech>
		<Tech column='5' page='7' row='0'>NAford00</Tech>
		<Tech column='2' page='8' row='0'>NAtexaco00</Tech>
		<Tech column='3' page='8' row='0'>NAcolt00</Tech>
		<Tech column='4' page='8' row='0'>NAjohndeere00</Tech>
		<Tech column='5' page='8' row='0'>NAtiffany00</Tech>
		<Tech column='2' page='7' row='0'>NAtechAUSuniquetechmaori02</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp1</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp2</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHvillagercombat1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHvillagercombat2</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHvillagerhealth1</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHvillagerhealth2</Tech>
		<Tech column='5' page='1' row='0'>AFRICANTECHmercantilism</Tech>
		<Train column='3' page='7' row='0'>WOLserbianfire</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='435' name='FootprintWheel'>
		<DBID>340</DBID>
		<DisplayNameID>26818</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\footprints\footprint_wheel.xml</AnimFile>
		<LOS>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='437' name='NativeHouseMaya'>
		<DBID>345</DBID>
		<DisplayNameID>26940</DisplayNameID>
		<EditorNameID>26941</EditorNameID>
		<SubCiv>Maya</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</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='439' name='MercBarbaryCorsair'>
		<DBID>351</DBID>
		<DisplayNameID>27311</DisplayNameID>
		<EditorNameID>27312</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>315.0000</InitialHitpoints>
		<MaxHitpoints>315.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>TownCenter</Train>
		<Train column='1' page='6' row='0'>Presidio</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</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>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>SHIPmelee</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<!-- ProtoAction>
			<Name>ChainshotAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GrapeshotAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</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>1.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Hussar</Train>
		<Train column='4' page='0' row='0'>Ruyter</Train>
		<Train column='5' page='0' row='0'>Grenadier</Train>
		<Train column='6' page='0' row='0'>Flankeur</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='10' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>GreenJacket</Train>
		<Train column='0' page='0' row='0'>Okchu</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Azap</Train>
		<Train column='1' page='0' row='0'>Ordenanca</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Redcoat</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Nizam</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='5' page='0' row='0'>Akinci</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cossack</Train>
		<Train column='6' page='0' row='0'>Uhlan</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='7' page='0' row='0'>Atirador</Train>
		<Train column='8' page='0' row='0'>CavalryArcher</Train>
		<Train column='8' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>InfanteMarina</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='2' page='0' row='0'>ypSepoy</Train>
		<Train column='1' page='0' row='0'>ypUrumi</Train>
		<Train column='4' page='0' row='0'>ypZamburak</Train>
		<Train column='3' page='0' row='0'>ypSowar</Train>
		<Train column='10' page='0' row='0'>EscoltaSpain</Train>
		<Train column='0' page='0' row='0'>Pavisier</Train>
		<Train column='1' page='0' row='0'>Landsknecht</Train>
		<Train column='2' page='0' row='0'>Pandour</Train>
		<Train column='3' page='0' row='0'>Doppelsoldner</Train>
		<Train column='4' page='0' row='0'>Grenzer</Train>
		<Train column='5' page='0' row='0'>Krajisnik</Train>
		<Train column='6' page='0' row='0'>Reiter</Train>
		<Train column='7' page='0' row='0'>Magyar</Train>
		<Train column='6' page='0' row='0'>Highlander</Train>
		<Train column='7' page='0' row='0'>WOLScotsGrey</Train>
		<Train column='9' page='0' row='0'>WOLForeignLegion</Train>
		<Train column='2' page='0' row='0'>WOLRegular</Train>
		<Train column='3' page='0' row='0'>WOLAduanero</Train>
		<!-- Train column='3' page='0' row='0'>WOLTxapelgorris</Train -->
		<Train column='0' page='0' row='0'>WOLLandwehr</Train>
		<Train column='1' page='0' row='0'>WOLJaeger</Train>
		<Train column='8' page='0' row='0'>WOLTotenkopfHussar</Train>
		<Train column='5' page='0' row='0'>WOLOpolchenets</Train>
		<Train column='10' page='0' row='0'>RifleTroop</Train>
		
		<!-- Start Maltese Units -->
		<Train column='0' page='0' row='0'>DLCarbalester</Train>
		<Train column='1' page='0' row='0'>DLCpikeman</Train>
		<Train column='2' page='0' row='0'>DLCswordsman</Train>
		<Train column='3' page='0' row='0'>DLClongbowman</Train>
		<Train column='4' page='0' row='0'>DLCknight</Train>
		<Train column='5' page='0' row='0'>DLCcranequinier</Train>
		<Train column='6' page='0' row='0'>DLChospitaller</Train>
		<Train column='7' page='0' row='0'>DLChoopthrower</Train>
		<Train column='8' page='0' row='0'>DLCwarhammer</Train>
		<!-- End Maltese Units -->
		
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>96.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.6000' />
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>1.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>privateer.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<CarryCapacity resourcetype='Food'>500.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.000000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
			<Rate type='WOLPasture'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainCows</Name>
			<Rate type='Cow'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pasture</Name>
			<Rate type='Mill'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='451' name='Wolf'>
		<DBID>409</DBID>
		<DisplayNameID>28233</DisplayNameID>
		<EditorNameID>28719</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='453' name='IGCWashington'>
		<DBID>416</DBID>
		<DisplayNameID>28255</DisplayNameID>
		<EditorNameID>28256</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='454' name='AIStart'>
		<DBID>419</DBID>
		<DisplayNameID>28351</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='456' name='TreeSaguenay'>
		<DBID>423</DBID>
		<DisplayNameID>28441</DisplayNameID>
		<EditorNameID>28442</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</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\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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='458' name='WhiteWolf'>
		<DBID>440</DBID>
		<DisplayNameID>28571</DisplayNameID>
		<EditorNameID>36191</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23.0000</Bounty>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='459' name='Mine'>
		<DBID>442</DBID>
		<DisplayNameID>28577</DisplayNameID>
		<EditorNameID>33757</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='460' name='Rhea'>
		<DBID>459</DBID>
		<DisplayNameID>28615</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='461' name='PetCougar'>
		<DBID>462</DBID>
		<DisplayNameID>28635</DisplayNameID>
		<EditorNameID>28636</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Food'>450.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='464' name='PetWolf'>
		<DBID>465</DBID>
		<DisplayNameID>28656</DisplayNameID>
		<EditorNameID>28657</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='465' name='Coyote'>
		<DBID>473</DBID>
		<DisplayNameID>28716</DisplayNameID>
		<EditorNameID>28718</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='466' name='FishCod'>
		<DBID>476</DBID>
		<DisplayNameID>28761</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>215.0000</InitialHitpoints>
		<MaxHitpoints>215.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>10.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.400000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='468' name='LivestockPen'>
		<DBID>484</DBID>
		<DisplayNameID>29032</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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 column='0' page='0' row='0'>Sheep</Train>
		<Train column='2' page='0' row='0'>Hen</Train>
		<Train column='0' page='0' row='0'>Pig</Train>
		<Train column='1' page='0' row='0'>Cow</Train>
		<Train column='0' page='0' row='0'>WoolSheep</Train>
		<Tech column='5' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenLA01</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenLA02</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenNA01</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenNA02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN04</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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>livestockpen.tactics</Tactics>
	</Unit>
	<Unit id='469' name='TreeTexas'>
		<DBID>486</DBID>
		<DisplayNameID>29062</DisplayNameID>
		<EditorNameID>29063</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>390.0000</InitialHitpoints>
		<MaxHitpoints>390.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='475' name='OutlawBlowgunner'>
		<DBID>500</DBID>
		<DisplayNameID>29183</DisplayNameID>
		<EditorNameID>29196</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorarcher.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='476' name='OutlawRifleman'>
		<DBID>501</DBID>
		<DisplayNameID>29190</DisplayNameID>
		<EditorNameID>29198</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='477' name='TreeGreatPlains'>
		<DBID>503</DBID>
		<DisplayNameID>29269</DisplayNameID>
		<EditorNameID>29270</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_ruins\ruins.xml</AnimFile>
		<BuildingWorkRate>1.0000</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>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='480' name='Stagecoach'>
		<DBID>512</DBID>
		<DisplayNameID>29379</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='481' name='HotAirBalloon'>
		<DBID>518</DBID>
		<DisplayNameID>29591</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>44.0000</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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='482' name='CWallGate'>
		<DBID>523</DBID>
		<DisplayNameID>29634</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</AllowedHeightVariance>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\wall\wall_portrait</Icon>
		<PortraitIcon>buildings\wall\gate_portrait</PortraitIcon>
		<RolloverTextID>29633</RolloverTextID>
		<ShortRolloverTextID>29632</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>7.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</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>5.0000</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\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='484' name='Pirate'>
		<DBID>525</DBID>
		<DisplayNameID>29650</DisplayNameID>
		<EditorNameID>29651</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='485' name='NativeScout'>
		<DBID>527</DBID>
		<DisplayNameID>29664</DisplayNameID>
		<EditorNameID>29665</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativescout.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='486' name='TreeBayou'>
		<DBID>528</DBID>
		<DisplayNameID>29671</DisplayNameID>
		<EditorNameID>29672</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\field_hospital\field_hospital.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>275.0000</InitialHitpoints>
		<MaxHitpoints>275.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Surgeon</Train>
		<Tech column='0' page='1' row='1'>FieldWOTTAhospital01</Tech>
		<Tech column='0' page='1' row='1'>FieldWOTTAhospital02</Tech>
		<Tech column='0' page='1' row='2'>FieldWOTTAhospital03</Tech>
		<Tech column='0' page='1' row='2'>FieldWOTTAhospital04</Tech>
		<Tech column='2' page='1' row='2'>FieldWOTTAhospital05</Tech>
		<Tech column='2' page='1' row='2'>FieldWOTTAhospital06</Tech>
		<Tech column='1' page='1' row='1'>FieldWOTTAhospital07</Tech>
		<Tech column='1' page='1' row='1'>FieldWOTTAhospital08</Tech>
		<Tech column='1' page='1' row='2'>FieldWOTTAhospital09</Tech>
		<Tech column='1' page='1' row='2'>FieldWOTTAhospital10</Tech>
		<Tech column='2' page='1' row='1'>FieldWOTTAhospital11</Tech>
		<Tech column='2' page='1' row='1'>FieldWOTTAhospital12</Tech>
		<Tech column='3' page='1' row='1'>FieldWOTTAhospital13</Tech>
		<Tech column='2' page='1' row='1'>FieldWOTTAhospital14</Tech>
		<Tech column='2' page='1' row='1'>FieldWOTTAhospital15</Tech>
		<Tech column='3' page='1' row='2'>FieldWOTTAhospital16</Tech>
		<!-- Tech column='0' page='2' row='0'>FieldWOTTAhospitalBB1</Tech>
		<Tech column='0' page='2' row='0'>FieldWOTTAhospitalBB2</Tech>
		<Tech column='0' page='2' row='0'>FieldWOTTAhospitalBB3</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>
		<Contain>AbstractArtillery</Contain>
		<Contain>AbstractLightInfantry</Contain>
		<Contain>AbstractCavalry</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractHeavyInfantry</Contain>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='488' name='NuggetWolfTreebent'>
		<DBID>542</DBID>
		<DisplayNameID>29884</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='504' name='Drummer'>
		<DBID>596</DBID>
		<DisplayNameID>30201</DisplayNameID>
		<EditorNameID>30202</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id='505' name='FlagBearerDefault'>
		<DBID>597</DBID>
		<DisplayNameID>30208</DisplayNameID>
		<EditorNameID>30209</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>20.0000</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='506' name='BerryBush'>
		<DBID>599</DBID>
		<DisplayNameID>30221</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='507' name='Capitol'>
		<DBID>601</DBID>
		<DisplayNameID>30241</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>4</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='6' page='1' row='0'>ImpDeforestation</Tech>
		<Tech column='7' page='1' row='0'>ImpExcessiveTaxation</Tech>
		<Tech column='3' page='1' row='0'>ImpKnighthood</Tech>
		<Tech column='4' page='1' row='0'>ImpImmigrants</Tech>
		<Tech column='5' page='1' row='0'>ImpLargeScaleAgriculture</Tech>
		<Tech column='3' page='1' row='0'>ImpPeerage</Tech>
		<Tech column='8' page='1' row='0'>ImpArtilleryRegiments</Tech>
		<Tech column='9' page='1' row='0'>ImpLegendaryNatives</Tech>
		<Tech column='0' page='1' row='0'>HCBlockade</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 column='1' page='10'>Delete</Command>
		<Tactics>buildingGeneric.tactics</Tactics>
	</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>18.0000</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>730.0000</InitialHitpoints>
		<MaxHitpoints>730.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='509' name='Manor'>
		<DBID>626</DBID>
		<DisplayNameID>30633</DisplayNameID>
		<EditorNameID>30636</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1800.0000</InitialHitpoints>
		<MaxHitpoints>1800.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>54.0000</Bounty>
		<BuildBounty>27.0000</BuildBounty>
		<Cost resourcetype='Wood'>135.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>house.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>5.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='510' name='SettlerWagon'>
		<DBID>627</DBID>
		<DisplayNameID>30679</DisplayNameID>
		<EditorNameID>34133</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\villagers\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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>WOLKruppFactory</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>settlerWagon.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>2.000000</Rate>
			<Rate type='House'>2.000000</Rate>
			<Rate type='Manor'>2.000000</Rate>
			<Rate type='Church'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>15.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='Mill'>1.340000</Rate>
			<Rate type='WOLPasture'>1.340000</Rate>
			<Rate type='Plantation'>1.000000</Rate>
			<Rate type='WOLPlantationIroquois'>1.000000</Rate>
			<Rate type='Herdable'>4.000000</Rate>
			<Rate type='Huntable'>1.700000</Rate>
			<Rate type='AbstractMine'>1.200000</Rate>
			<Rate type='AppleTree'>1.340000</Rate>
			<Rate type='BananaBush'>1.340000</Rate>
			<Rate type='BerryBush'>1.340000</Rate>
			<Rate type='BerryBushSertao'>1.340000</Rate>
			<Rate type='Breadfruit'>1.340000</Rate>
			<Rate type='BushTomato'>1.340000</Rate>
			<Rate type='Coconut'>1.340000</Rate>
			<Rate type='CoconutPalm'>1.340000</Rate>
			<Rate type='CoffeePlant'>1.340000</Rate>
			<Rate type='DatePalm'>1.340000</Rate>
			<Rate type='GrapeBush'>1.340000</Rate>
			<Rate type='JabuticabaBush'>1.340000</Rate>
			<Rate type='KiwiFruit'>1.340000</Rate>
			<Rate type='MacadamiaTree'>1.340000</Rate>
			<Rate type='Mushrooms'>1.340000</Rate>
			<Rate type='OrangeTree'>1.340000</Rate>
			<Rate type='Peanuts'>1.340000</Rate>
			<Rate type='Pomegranate'>1.340000</Rate>
			<Rate type='SugarCaneBush'>1.340000</Rate>
			<Rate type='Watermelon'>1.340000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>1.000000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.680000</Rate>
			<Rate type='ypGroveBuilding'>1.000000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</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>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>bombardShip.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>36.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>160.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='512' name='Miner'>
		<DBID>647</DBID>
		<DisplayNameID>31145</DisplayNameID>
		<EditorNameID>31146</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\miner</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>31144</RolloverTextID>
		<ShortRolloverTextID>31143</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='0' row='0'>RockBridgeRight</Train>
		<Train column='1' page='0' row='0'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='RockBridgeLeft'>1.000000</Rate>
			<Rate type='RockBridgeRight'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.5625000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='513' name='CrateofXP'>
		<DBID>648</DBID>
		<DisplayNameID>31180</DisplayNameID>
		<EditorNameID>32715</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='XP'>100.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>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>3.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>180.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>650.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1350.000000</DamageCap>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='515' name='RockBridgeMiddle'>
		<DBID>656</DBID>
		<DisplayNameID>31246</DisplayNameID>
		<EditorNameID>31247</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>800000.0000</InitialHitpoints>
		<MaxHitpoints>800000.0000</MaxHitpoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>23.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>abus.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>19.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>19.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>19.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.040000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
			<Rate type='WOLChurchGreek'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.040000</Rate>
			<Rate type='Mill'>0.840000</Rate>
			<Rate type='WOLPasture'>0.840000</Rate>
			<Rate type='Plantation'>0.630000</Rate>
			<Rate type='WOLPlantationIroquois'>0.630000</Rate>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='Herdable'>2.500000</Rate>
			<Rate type='AbstractMine'>0.740000</Rate>
			<Rate type='AppleTree'>0.830000</Rate>
			<Rate type='BananaBush'>0.830000</Rate>
			<Rate type='BerryBush'>0.830000</Rate>
			<Rate type='BerryBushSertao'>0.830000</Rate>
			<Rate type='Breadfruit'>0.830000</Rate>
			<Rate type='BushTomato'>0.830000</Rate>
			<Rate type='Coconut'>0.830000</Rate>
			<Rate type='CoconutPalm'>0.830000</Rate>
			<Rate type='CoffeePlant'>0.830000</Rate>
			<Rate type='DatePalm'>0.830000</Rate>
			<Rate type='GrapeBush'>0.830000</Rate>
			<Rate type='JabuticabaBush'>0.830000</Rate>
			<Rate type='KiwiFruit'>0.830000</Rate>
			<Rate type='MacadamiaTree'>0.830000</Rate>
			<Rate type='Mushrooms'>0.830000</Rate>
			<Rate type='OrangeTree'>0.830000</Rate>
			<Rate type='Peanuts'>0.830000</Rate>
			<Rate type='Pomegranate'>0.830000</Rate>
			<Rate type='SugarCaneBush'>0.830000</Rate>
			<Rate type='Watermelon'>0.830000</Rate>
			<Rate type='Farm'>0.630000</Rate>
			<Rate type='WOLFarmIroquois'>0.630000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.630000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.430000</Rate>
			<Rate type='ypGroveBuilding'>0.620000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='518' name='PowerRanger'>
		<DBID>676</DBID>
		<DisplayNameID>31502</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='519' name='RockBridgeLeft'>
		<DBID>683</DBID>
		<DisplayNameID>31727</DisplayNameID>
		<EditorNameID>31728</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<BuildPoints>250.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<BuildPoints>250.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='522' name='CrateofWoodLarge'>
		<DBID>686</DBID>
		<DisplayNameID>31767</DisplayNameID>
		<EditorNameID>33053</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Wood'>500.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='523' name='CrateofCoinLarge'>
		<DBID>687</DBID>
		<DisplayNameID>31771</DisplayNameID>
		<EditorNameID>33045</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\crates\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>1.0000</LOS>
		<InitialResource resourcetype='Gold'>500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='524' name='RockBridgeDead'>
		<DBID>688</DBID>
		<DisplayNameID>31813</DisplayNameID>
		<EditorNameID>31814</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2400.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='525' name='LakePlantsNe'>
		<DBID>689</DBID>
		<DisplayNameID>31820</DisplayNameID>
		<EditorNameID>31821</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_plants_ne.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_rocks_ne.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\new_england\lake_water_plants_ne.xml</AnimFile>
		<LOS>0.0000</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>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>9.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='529' name='TreePampas'>
		<DBID>697</DBID>
		<DisplayNameID>32401</DisplayNameID>
		<EditorNameID>32402</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>18.0000</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>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='531' name='SPCAmelia'>
		<DBID>700</DBID>
		<DisplayNameID>32416</DisplayNameID>
		<EditorNameID>32417</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>amelia.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DoubleBarrelAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='532' name='SPCBeaumont'>
		<DBID>701</DBID>
		<DisplayNameID>32422</DisplayNameID>
		<EditorNameID>32423</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Knife</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>beaumont.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>KnifeAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='533' name='SPCCooper'>
		<DBID>703</DBID>
		<DisplayNameID>32434</DisplayNameID>
		<EditorNameID>32435</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='534' name='SPCDelgado'>
		<DBID>704</DBID>
		<DisplayNameID>32440</DisplayNameID>
		<EditorNameID>32441</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='535' name='SPCJohn'>
		<DBID>705</DBID>
		<DisplayNameID>32446</DisplayNameID>
		<EditorNameID>32447</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='6' row='0'>TradingPost</Train>
		<Train column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>john.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='536' name='SPCKanyenke'>
		<DBID>706</DBID>
		<DisplayNameID>32452</DisplayNameID>
		<EditorNameID>32453</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='0' row='0'>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 column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>35.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='537' name='SPCLizzie'>
		<DBID>707</DBID>
		<DisplayNameID>32458</DisplayNameID>
		<EditorNameID>32459</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>lizzie.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='538' name='SPCMorgan'>
		<DBID>708</DBID>
		<DisplayNameID>32464</DisplayNameID>
		<EditorNameID>32465</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='6' row='0'>TradingPost</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='0' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>morgan.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>OberhauAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='539' name='SPCNonahkee'>
		<DBID>709</DBID>
		<DisplayNameID>32470</DisplayNameID>
		<EditorNameID>32471</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<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 column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>nonahkee.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='540' name='SPCSahin'>
		<DBID>710</DBID>
		<DisplayNameID>32476</DisplayNameID>
		<EditorNameID>32477</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>sahin.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='541' name='SPCStuart'>
		<DBID>711</DBID>
		<DisplayNameID>32482</DisplayNameID>
		<EditorNameID>32483</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='542' name='SPCWarwick'>
		<DBID>712</DBID>
		<DisplayNameID>32488</DisplayNameID>
		<EditorNameID>32489</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='543' name='SPCWashington'>
		<DBID>713</DBID>
		<DisplayNameID>32494</DisplayNameID>
		<EditorNameID>32495</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='544' name='SPCGreatPlainsChief'>
		<DBID>715</DBID>
		<DisplayNameID>32533</DisplayNameID>
		<EditorNameID>32534</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>480.0000</InitialHitpoints>
		<MaxHitpoints>480.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>10.0000</Bounty>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='546' name='SPCChiefDaughter'>
		<DBID>718</DBID>
		<DisplayNameID>32570</DisplayNameID>
		<EditorNameID>32571</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='547' name='TreeRockies'>
		<DBID>722</DBID>
		<DisplayNameID>32615</DisplayNameID>
		<EditorNameID>32616</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCResourceCart.tactics</Tactics>
	</Unit>
	<Unit id='553' name='IGCGreatPlainsChief'>
		<DBID>734</DBID>
		<DisplayNameID>32725</DisplayNameID>
		<EditorNameID>32726</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id='554' name='TreeCarolinaMarsh'>
		<DBID>738</DBID>
		<DisplayNameID>32785</DisplayNameID>
		<EditorNameID>32786</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='556' name='SPCCherokeeChief'>
		<DBID>747</DBID>
		<DisplayNameID>32856</DisplayNameID>
		<EditorNameID>32857</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='557' name='SPCCherokeeArcher'>
		<DBID>748</DBID>
		<DisplayNameID>32860</DisplayNameID>
		<EditorNameID>32861</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='558' name='SPCCherokeeHorseArcher'>
		<DBID>749</DBID>
		<DisplayNameID>32867</DisplayNameID>
		<EditorNameID>32868</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>18.0000</Bounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>2.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='559' name='LightingSetHelper'>
		<DBID>772</DBID>
		<DisplayNameID>33214</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1575.0000</InitialHitpoints>
		<MaxHitpoints>1575.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='560' name='TreeYucatan'>
		<DBID>781</DBID>
		<DisplayNameID>33325</DisplayNameID>
		<EditorNameID>33326</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</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>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>1000.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.850000</ROF>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='562' name='SPCHoopThrowers'>
		<DBID>788</DBID>
		<DisplayNameID>33478</DisplayNameID>
		<EditorNameID>33479</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Hoop</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>hoopthrower.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='Janissary'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>1.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>54.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>900.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageType>Siege</DamageType>
			<DamageBonus type='SPCFountainOfYouth'>2.000000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>70.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='565' name='SPCAztecTemple'>
		<DBID>794</DBID>
		<DisplayNameID>33521</DisplayNameID>
		<EditorNameID>33523</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay='60.0000' duration='60.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='566' name='SPCFixedGun'>
		<DBID>796</DBID>
		<DisplayNameID>33598</DisplayNameID>
		<EditorNameID>33633</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</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>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>75.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300.0000</Bounty>
		<Cost resourcetype='Gold'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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>NotDeleteable</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>Tracked</Flag>
		<Contain>AbstractVillager</Contain>
		<Tactics>SPCFixedGun.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>70.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>70.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageBonus type='SPCFountainOfYouth'>0.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<Active>1</Active>
			<DamageArea>4.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id='567' name='SPCFountainOfYouth'>
		<DBID>797</DBID>
		<DisplayNameID>33604</DisplayNameID>
		<EditorNameID>33605</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<Armor type='Siege' value='0.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<TrainPoints>5.0000</TrainPoints>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<Bounty>150.0000</Bounty>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='3' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type='Gold'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='571' name='IGCJohnHack'>
		<DBID>810</DBID>
		<DisplayNameID>33726</DisplayNameID>
		<EditorNameID>33727</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='572' name='IGCKanyenkeHack'>
		<DBID>811</DBID>
		<DisplayNameID>33732</DisplayNameID>
		<EditorNameID>33733</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id='573' name='Target'>
		<DBID>817</DBID>
		<DisplayNameID>33773</DisplayNameID>
		<EditorNameID>42444</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>157.0000</Bounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>FrontierOutpost</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Eject</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<MaxRange>22.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='575' name='IGCDeerUnit'>
		<DBID>820</DBID>
		<DisplayNameID>33794</DisplayNameID>
		<EditorNameID>33795</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\deer_unit\deer_unit.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='576' name='NativeVillagers'>
		<DBID>821</DBID>
		<DisplayNameID>33798</DisplayNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</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 column='0' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>UnitClass</UnitType>
		<UnitType>Military</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='578' name='HuariStronghold'>
		<DBID>825</DBID>
		<DisplayNameID>33956</DisplayNameID>
		<EditorNameID>33957</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>90.0000</Bounty>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<Armor type='Siege' value='0.5000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predatorBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='579' name='NatBlowgunAmbusher'>
		<DBID>826</DBID>
		<DisplayNameID>33963</DisplayNameID>
		<EditorNameID>33964</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='580' name='MarshPlantsBay'>
		<DBID>827</DBID>
		<DisplayNameID>33974</DisplayNameID>
		<EditorNameID>33975</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\marshplants_bay.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>terrain\bayou\plants_bay.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.0000</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>4.0000</LOS>
		<BuildingWorkRate>1.0000</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 column='1' page='10'>SetGatherPointMilitary</Command>
		<Command>SetHomeCityWaterSpawnPoint</Command>
		<Tactics>waterflag.tactics</Tactics>
	</Unit>
	<Unit id='584' name='SPCBolivar'>
		<DBID>842</DBID>
		<DisplayNameID>34107</DisplayNameID>
		<EditorNameID>34108</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>950.0000</InitialHitpoints>
		<MaxHitpoints>950.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='9'>Tactic5</Command>
		<Command column='1' page='9'>Tactic7</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='585' name='IGCBolivar'>
		<DBID>843</DBID>
		<DisplayNameID>34113</DisplayNameID>
		<EditorNameID>34114</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>35.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='587' name='TreeGreatLakesSnow'>
		<DBID>845</DBID>
		<DisplayNameID>34227</DisplayNameID>
		<EditorNameID>34228</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\cougar_scene\cougar_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='589' name='IGCKnifingScene'>
		<DBID>847</DBID>
		<DisplayNameID>34233</DisplayNameID>
		<EditorNameID>34234</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\knifing_scene\knifing_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>1.0000</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>1400.0000</InitialHitpoints>
		<MaxHitpoints>1400.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</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 column='0' page='10'>Eject</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='591' name='TreeSonora'>
		<DBID>849</DBID>
		<DisplayNameID>34303</DisplayNameID>
		<EditorNameID>34304</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Cost resourcetype='Wood'>1000.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='593' name='SPCOldKanyenke'>
		<DBID>860</DBID>
		<DisplayNameID>34468</DisplayNameID>
		<EditorNameID>34469</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RedBearArrowAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='594' name='IGCOldCoot'>
		<DBID>866</DBID>
		<DisplayNameID>34594</DisplayNameID>
		<EditorNameID>34595</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='595' name='SPCFortGate'>
		<DBID>867</DBID>
		<DisplayNameID>34604</DisplayNameID>
		<EditorNameID>34606</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\fort\spc_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='596' name='SPCFortWallSmall'>
		<DBID>868</DBID>
		<DisplayNameID>34609</DisplayNameID>
		<EditorNameID>34610</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='597' name='SPCFortWallMedium'>
		<DBID>869</DBID>
		<DisplayNameID>34614</DisplayNameID>
		<EditorNameID>34615</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='598' name='SPCFortWallLarge'>
		<DBID>870</DBID>
		<DisplayNameID>34619</DisplayNameID>
		<EditorNameID>34620</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='599' name='SPCFortWallBarracks'>
		<DBID>871</DBID>
		<DisplayNameID>34624</DisplayNameID>
		<EditorNameID>34625</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='600' name='SPCFortWallStable'>
		<DBID>872</DBID>
		<DisplayNameID>34629</DisplayNameID>
		<EditorNameID>34630</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='601' name='SPCFortCenter'>
		<DBID>874</DBID>
		<DisplayNameID>34639</DisplayNameID>
		<EditorNameID>34640</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>200.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='602' name='IGCTownCenter'>
		<DBID>875</DBID>
		<DisplayNameID>34652</DisplayNameID>
		<EditorNameID>34653</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>12000.0000</InitialHitpoints>
		<MaxHitpoints>12000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>200.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Settler</Train>
		<Train column='0' page='0' row='0'>Coureur</Train>
		<Train column='1' page='0' row='0'>Envoy</Train>
		<Train column='3' page='0' row='0'>HotAirBalloon</Train>
		<Train column='4' page='0' row='0'>PetCougar</Train>
		<Tech column='3' page='1' row='0'>Bastion</Tech>
		<Tech column='5' page='1' row='0'>ChurchTownWatch</Tech>
		<Tech column='0' page='1' row='0'>PoliticianQuartermaster</Tech>
		<Tech column='0' page='1' row='0'>PoliticianEngineer</Tech>
		<Tech column='0' page='1' row='0'>PoliticianSergeantSpanish</Tech>
		<Tech column='0' page='1' row='0'>PoliticianPirate</Tech>
		<Tech column='0' page='1' row='0'>PoliticianPresidente</Tech>
		<Tech column='0' page='1' row='0'>PoliticianNaturalist</Tech>
		<Tech column='0' page='1' row='0'>PoliticianTycoon</Tech>
		<Tech column='0' page='1' row='0'>PoliticianWarMinisterSpanish</Tech>
		<Tech column='0' page='1' row='0'>PoliticianExiledPrince</Tech>
		<Tech column='0' page='1' row='0'>PoliticianCavalierSpanish</Tech>
		<Tech column='0' page='1' row='0'>PoliticianGrandVizier</Tech>
		<Tech column='0' page='1' row='0'>PoliticianAdmiral</Tech>
		<Tech column='0' page='1' row='0'>PoliticianBishop</Tech>
		<Tech column='0' page='1' row='0'>PoliticianGeneral</Tech>
		<Tech column='0' page='1' row='0'>PoliticianMusketeerSpanish</Tech>
		<Tech column='0' page='1' row='0'>PoliticianAdventurerSpanish</Tech>
		<Tech column='0' page='1' row='0'>PoliticianGovernor</Tech>
		<Tech column='0' page='1' row='0'>PoliticianMohawk</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='0'>Levy</Command>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='2' page='1'>RansomExplorer</Command>
		<Command column='3' page='1'>BuildColonyWall</Command>
		<Command column='4' page='1'>RepairColonyWall</Command>
		<Command column='2' page='1'>RansomExplorerAsian</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>6.000000</Damage>
			<MaxRange>32.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='603' name='SPCIncaOutpost'>
		<DBID>879</DBID>
		<DisplayNameID>34667</DisplayNameID>
		<EditorNameID>34671</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>FortifiedOutpost</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Eject</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='604' name='SPCFortCorner'>
		<DBID>880</DBID>
		<DisplayNameID>34676</DisplayNameID>
		<EditorNameID>34680</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='605' name='IGCDrummer'>
		<DBID>886</DBID>
		<DisplayNameID>34749</DisplayNameID>
		<EditorNameID>34750</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>pikeman.tactics</Tactics>
	</Unit>
	<Unit id='606' name='IGCFlagBearer'>
		<DBID>887</DBID>
		<DisplayNameID>34754</DisplayNameID>
		<EditorNameID>34755</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='607' name='BigPropGeyser'>
		<DBID>889</DBID>
		<DisplayNameID>34757</DisplayNameID>
		<EditorNameID>34758</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\great_plains\geyser.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='609' name='SPCLizzieFlagship'>
		<DBID>892</DBID>
		<DisplayNameID>34856</DisplayNameID>
		<EditorNameID>34857</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>2200.0000</InitialHitpoints>
		<MaxHitpoints>2200.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='0' row='0'>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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>164.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='610' name='SPCTreasureShipPosts'>
		<DBID>893</DBID>
		<DisplayNameID>34868</DisplayNameID>
		<EditorNameID>34869</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wall\wall_tower.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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<BuildPoints>2.0000</BuildPoints>
		<Cost resourcetype='Wood'>12.0000</Cost>
		<Cost resourcetype='Gold'>0.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Bastion</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAwall02NA</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall3</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHwall4</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANuniquetechfrench06</Tech>
		<Tech column='1' page='1' row='0'>NAtechAUSuniquetechmaori04</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>
		<Tactics>incabuilding.tactics</Tactics>
		<Command column='0' page='10'>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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id='613' name='SPCMine'>
		<DBID>897</DBID>
		<DisplayNameID>34908</DisplayNameID>
		<EditorNameID>34909</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>5000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.0100' green='0.6700' red='0.7700' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='614' name='SPCMineProps'>
		<DBID>898</DBID>
		<DisplayNameID>34913</DisplayNameID>
		<EditorNameID>34914</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Tactics>blockhouse.tactics</Tactics>
	</Unit>
	<Unit id='615' name='SPCHavanaNugget'>
		<DBID>899</DBID>
		<DisplayNameID>34920</DisplayNameID>
		<EditorNameID>34922</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<Armor type='Siege' value='0.0000' />
		<UnitType>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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.0100' green='0.6700' red='0.7700' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='617' name='NuggetBeaver'>
		<DBID>901</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='619' name='IGCOldKanyenke'>
		<DBID>904</DBID>
		<DisplayNameID>34948</DisplayNameID>
		<EditorNameID>34949</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<CarryCapacity resourcetype='Food'>400.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>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='WOLFarmIroquois'>0.750000</Rate>
			<Rate type='Ranch'>3.000000</Rate>
			<Rate type='NABarn'>0.7500000</Rate>
			<Rate type='ypVillage'>0.750000</Rate>
			<Rate type='YPLivestockPenAsian'>0.750000</Rate>
			<Rate type='AFRICANgranary'>0.7500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.7500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</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>420.0000</InitialHitpoints>
		<MaxHitpoints>420.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Gold'>110.0000</Cost>
		<ScoreValue>10.0000</ScoreValue>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</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>
		</ProtoAction>
	</Unit>
	<Unit id='624' name='NuggetDroppedFood'>
		<DBID>913</DBID>
		<DisplayNameID>35260</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='6' row='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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCrailroadworker.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='629' name='TrainCar'>
		<DBID>919</DBID>
		<DisplayNameID>35285</DisplayNameID>
		<EditorNameID>36193</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='630' name='NuggetKidnap'>
		<DBID>924</DBID>
		<DisplayNameID>35412</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='632' name='SPCMorganFlagship'>
		<DBID>927</DBID>
		<DisplayNameID>35565</DisplayNameID>
		<EditorNameID>35566</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>82.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>164.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='633' name='IGCOldChilche'>
		<DBID>929</DBID>
		<DisplayNameID>35613</DisplayNameID>
		<EditorNameID>35614</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='635' name='WhiteJaguarGuard'>
		<DBID>939</DBID>
		<DisplayNameID>35776</DisplayNameID>
		<EditorNameID>35777</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='636' name='WhiteWolfGuard'>
		<DBID>940</DBID>
		<DisplayNameID>35778</DisplayNameID>
		<EditorNameID>36192</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>23.0000</Bounty>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='637' name='NuggetBearTree'>
		<DBID>943</DBID>
		<DisplayNameID>35805</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
	</Unit>
	<Unit id='641' name='TrainCarWood'>
		<DBID>948</DBID>
		<DisplayNameID>35882</DisplayNameID>
		<EditorNameID>35889</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='642' name='TrainCarFood'>
		<DBID>949</DBID>
		<DisplayNameID>35884</DisplayNameID>
		<EditorNameID>35888</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='643' name='TrainCarCoin'>
		<DBID>950</DBID>
		<DisplayNameID>35886</DisplayNameID>
		<EditorNameID>35887</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='644' name='IGCBoneguard'>
		<DBID>954</DBID>
		<DisplayNameID>35984</DisplayNameID>
		<EditorNameID>35985</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='645' name='MineGold'>
		<DBID>955</DBID>
		<DisplayNameID>36007</DisplayNameID>
		<EditorNameID>36008</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>5000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='646' name='NuggetNavigationChart'>
		<DBID>959</DBID>
		<DisplayNameID>36210</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='648' name='TreePatagoniaDirt'>
		<DBID>961</DBID>
		<DisplayNameID>36387</DisplayNameID>
		<EditorNameID>36388</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='8' page='0' row='0'>CavalryArcher</Train>
		<Train column='8' page='0' row='0'>Dragoon</Train>
		<Train column='4' page='0' row='0'>Cacadore</Train>
		<Train column='4' page='0' row='0'>Cacadore</Train>
		<Train column='6' page='0' row='0'>Hussar</Train>
		<Train column='1' page='0' row='0'>Janissary</Train>
		<Train column='1' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='5' page='0' row='0'>Crossbowman</Train>
		<Train column='5' page='0' row='0'>Crossbowman</Train>
		<Train column='5' page='0' row='0'>Longbowman</Train>
		<Train column='5' page='0' row='0'>Longbowman</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='12' page='0' row='0'>OrganGun</Train>
		<Train column='7' page='0' row='0'>Lancer</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Grenadier</Train>
		<Train column='3' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>Falconet</Train>
		<Train column='11' page='0' row='0'>Culverin</Train>
		<Train column='4' page='0' row='0'>Skirmisher</Train>
		<Train column='4' page='0' row='0'>Skirmisher</Train>
		<Train column='10' page='0' row='0'>Mortar</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='7' page='0' row='0'>Ruyter</Train>
		<Train column='12' page='0' row='0'>Cannon</Train>
		<Train column='13' page='0' row='0'>GreatBombard</Train>
		<Train column='14' page='0' row='0'>AbusGun</Train>
		<Train column='14' page='0' row='0'>Rocket</Train>
		<Train column='13' page='0' row='0'>Strelet</Train>
		<Train column='14' page='0' row='0'>Cossack</Train>
		<Train column='13' page='0' row='0'>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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='653' name='SPCHealObject'>
		<DBID>969</DBID>
		<DisplayNameID>36615</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\spc_heal_object.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<InitialHitpoints>2400.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='10'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='654' name='NatMedicineMan'>
		<DBID>971</DBID>
		<DisplayNameID>36735</DisplayNameID>
		<EditorNameID>36736</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='655' name='SPCBucCaptain'>
		<DBID>972</DBID>
		<DisplayNameID>36739</DisplayNameID>
		<EditorNameID>36740</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>365.0000</InitialHitpoints>
		<MaxHitpoints>365.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<ScoreValue>20.0000</ScoreValue>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>104.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>62.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>124.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>62.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='656' name='IGCSeminoleChief'>
		<DBID>974</DBID>
		<DisplayNameID>36832</DisplayNameID>
		<EditorNameID>36833</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id='657' name='SPCTutorialFlag'>
		<DBID>981</DBID>
		<DisplayNameID>36913</DisplayNameID>
		<EditorNameID>36914</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</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>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>75.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300.0000</Bounty>
		<Cost resourcetype='Gold'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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>1000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>45.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>45.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageBonus type='SPCFountainOfYouth'>2.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<MinRange>20.000000</MinRange>
			<DamageBonus type='Building'>1.250000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id='659' name='IGCHarbormaster'>
		<DBID>987</DBID>
		<DisplayNameID>37264</DisplayNameID>
		<EditorNameID>37265</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1.7500</MaxVelocity>
		<MaxRunVelocity>3.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\harbor_master\igc_harbor_master.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PortraitIcon>units\villagers\villager_portrait</PortraitIcon>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='660' name='IGCWolfAttack'>
		<DBID>992</DBID>
		<DisplayNameID>37330</DisplayNameID>
		<EditorNameID>37331</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\igc\wolf_attack\wolf_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>18.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='662' name='SPCSkybox'>
		<DBID>1021</DBID>
		<DisplayNameID>41571</DisplayNameID>
		<EditorNameID>41572</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<ScoreValue>20.0000</ScoreValue>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='665' name='NuggetKidnapBrit'>
		<DBID>1024</DBID>
		<DisplayNameID>41630</DisplayNameID>
		<EditorNameID>41634</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<Bounty>1000.0000</Bounty>
		<Armor type='Siege' value='0.0000' />
		<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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Outpost</Train>
		<Train column='0' page='6' row='0'>Blockhouse</Train>
		<Train column='0' page='6' row='0'>YPOutpostAsian</Train>
		<Train column='0' page='6' row='0'>Bunker</Train>
		<Train column='0' page='6' row='0'>Casern</Train>
		<Train column='0' page='6' row='0'>WOLCasernGreek</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>2.000000</Rate>
			<Rate type='Blockhouse'>2.000000</Rate>
			<Rate type='WarHut'>2.000000</Rate>
			<Rate type='YPOutpostAsian'>2.000000</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>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>FortFrontier</Train>
		<Train column='0' page='6' row='0'>BALKANStarFort</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='FortFrontier'>3.000000</Rate>
			<Rate type='BALKANStarFort'>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Factory'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='670' name='SPCSignalFire'>
		<DBID>1029</DBID>
		<DisplayNameID>41774</DisplayNameID>
		<EditorNameID>41775</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>26.0000</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Tech column='2' page='0' row='2'>WINTERhouse</Tech>
		<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>
		<Tactics>house.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='673' name='HouseMed'>
		<DBID>1032</DBID>
		<DisplayNameID>41972</DisplayNameID>
		<EditorNameID>41973</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='674' name='NuggetWolfMissionary'>
		<DBID>1033</DBID>
		<DisplayNameID>42102</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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'>1500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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'>1500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
	</Unit>
	<Unit id='677' name='SPCFierceCougar'>
		<DBID>1037</DBID>
		<DisplayNameID>42327</DisplayNameID>
		<EditorNameID>42329</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='678' name='SPCSignalFireLit'>
		<DBID>1040</DBID>
		<DisplayNameID>42402</DisplayNameID>
		<EditorNameID>42403</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='680' name='NuggetAbandonedCabin'>
		<DBID>1044</DBID>
		<DisplayNameID>42885</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\fixed_gun_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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>18.0000</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>999999.0000</InitialHitpoints>
		<MaxHitpoints>999999.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>7.0000</Cost>
		<Cost resourcetype='Wood'>4.0000</Cost>
		<Cost resourcetype='Gold'>1776.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>titan.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='685' name='Lazerbear'>
		<DBID>1059</DBID>
		<DisplayNameID>43171</DisplayNameID>
		<EditorNameID>43172</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>106106.0000</InitialHitpoints>
		<MaxHitpoints>106106.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>NotPlayerPlaceable</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>superhero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.750000</MaxRange>
			<ROF>2.000000</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>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>12.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='687' name='MonsterTruckA'>
		<DBID>1061</DBID>
		<DisplayNameID>43179</DisplayNameID>
		<EditorNameID>43180</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>16.0000</MaxVelocity>
		<MaxRunVelocity>18.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='688' name='MonsterTruckT'>
		<DBID>1062</DBID>
		<DisplayNameID>43183</DisplayNameID>
		<EditorNameID>43184</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>11.0000</MaxVelocity>
		<MaxRunVelocity>13.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>3000.000000</DamageCap>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='689' name='FishBass'>
		<DBID>1064</DBID>
		<DisplayNameID>43190</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>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>3.0000</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>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>10.0000</Cost>
		<Cost resourcetype='Gold'>6.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>100000.000000</DamageCap>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>MediocreBombardBall</Projectile>
			<MaxHeight>10.000000</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>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>106.0000</Cost>
		<Cost resourcetype='Gold'>106.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>533.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>1600.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='695' name='FishMoonBass'>
		<DBID>1070</DBID>
		<DisplayNameID>43213</DisplayNameID>
		<EditorNameID>43214</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_coin.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43385</RolloverTextID>
		<ShortRolloverTextID>43396</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Gold'>250.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='697' name='GiftFood'>
		<DBID>1075</DBID>
		<DisplayNameID>43390</DisplayNameID>
		<EditorNameID>43391</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_food.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43389</RolloverTextID>
		<ShortRolloverTextID>43388</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Food'>250.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='698' name='GiftWood'>
		<DBID>1076</DBID>
		<DisplayNameID>43394</DisplayNameID>
		<EditorNameID>43395</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\props_colony\christmas_gifts\gift_wood.xml</AnimFile>
		<Icon>buildings\props_colony\christmas_gifts\gifts_portrait</Icon>
		<PortraitIcon>buildings\props_colony\christmas_gifts\gifts_portrait</PortraitIcon>
		<RolloverTextID>43393</RolloverTextID>
		<ShortRolloverTextID>43392</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Wood'>250.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='699' name='Reindeer'>
		<DBID>1077</DBID>
		<DisplayNameID>43399</DisplayNameID>
		<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\animals\reindeer\reindeer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\reindeer\reindeer_icon</Icon>
		<PortraitIcon>units\animals\reindeer\reindeer_portrait</PortraitIcon>
		<RolloverTextID>43398</RolloverTextID>
		<ShortRolloverTextID>43397</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>NotPlayerPlaceable</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='700' name='TreeChristmas'>
		<DBID>1078</DBID>
		<DisplayNameID>43402</DisplayNameID>
		<EditorNameID>43403</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_christmas.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_christmas_icon</Icon>
		<PortraitIcon>terrain\trees\tree_christmas_portrait</PortraitIcon>
		<RolloverTextID>43401</RolloverTextID>
		<ShortRolloverTextID>43400</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Tomahawk</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='705' name='xpAenna'>
		<DBID>1083</DBID>
		<DisplayNameID>43455</DisplayNameID>
		<EditorNameID>43456</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='706' name='xpMusketWarrior'>
		<DBID>1084</DBID>
		<DisplayNameID>43459</DisplayNameID>
		<EditorNameID>43460</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>Stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</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>18.0000</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>285.0000</InitialHitpoints>
		<MaxHitpoints>285.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>37.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractArtillery'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>54.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>205.0000</InitialHitpoints>
		<MaxHitpoints>205.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='709' name='xpRam'>
		<DBID>1087</DBID>
		<DisplayNameID>43471</DisplayNameID>
		<EditorNameID>43472</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>120.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>38.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</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>3.0000</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>455.0000</InitialHitpoints>
		<MaxHitpoints>455.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>75.0000</Cost>
		<Cost resourcetype='Gold'>125.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</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>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>32.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='712' name='xpIroquoisWarChief'>
		<DBID>1091</DBID>
		<DisplayNameID>43489</DisplayNameID>
		<EditorNameID>43493</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>PetWolf</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>xpwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type='Guardian'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='713' name='WarHut'>
		<DBID>1092</DBID>
		<DisplayNameID>43492</DisplayNameID>
		<EditorNameID>43651</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\warhut\warhut.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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>xpWarBow</Train>
		<Train column='1' page='0' row='0'>xpWarClub</Train>
		<Train column='2' page='0' row='0'>xpWarRifle</Train>
		<Train column='0' page='0' row='0'>UybassyArcher</Train>
		<Train column='1' page='0' row='0'>Maratekoaras</Train>
		<Train column='2' page='0' row='0'>Ybira</Train>
		<Train column='0' page='0' row='0'>xpAenna</Train>
		<Train column='2' page='0' row='0'>xpMusketWarrior</Train>
		<Train column='1' page='0' row='0'>xpTomahawk</Train>
		<Train column='0' page='0' row='0'>xpCoyoteMan</Train>
		<Train column='1' page='0' row='0'>xpMacehualtin</Train>
		<Train column='2' page='0' row='0'>xpPumaMan</Train>
		<Train column='0' page='0' row='0'>xpColonialMilitia</Train>
		<Train column='0' page='0' row='0'>xpSPCColonialMilitia</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Blowgunner</Train>
		<Tech column='0' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='0' page='1' row='0'>EliteAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteTomahawks</Tech>
		<Tech column='1' page='1' row='0'>ChampionTomahawk</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAennas</Tech>
		<Tech column='3' page='1' row='0'>StrongWarHut</Tech>
		<Tech column='0' page='1' row='0'>GuardColonialMilitia</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMacehualtins</Tech>
		<Tech column='0' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='3' page='1' row='0'>MightyWarHut</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutBarometz</Tech>
		<Tech column='0' page='1' row='0'>ChampionWarBows</Tech>
		<Tech column='2' page='1' row='0'>ChampionWarRifles</Tech>
		<Tech column='0' page='1' row='0'>EliteCoyotemen</Tech>
		<Tech column='0' page='1' row='0'>EliteWarBows</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutLacrosse</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryTomahawks</Tech>
		<Tech column='0' page='1' row='0'>ChampionCoyotemen</Tech>
		<Tech column='2' page='1' row='0'>ElitePumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryCoyoteMen</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryWarClubs</Tech>
		<Tech column='1' page='1' row='0'>ChampionMacehualtins</Tech>
		<Tech column='1' page='1' row='0'>EliteWarClubs</Tech>
		<Tech column='0' page='1' row='0'>VeteranColonialMilitia</Tech>
		<Tech column='1' page='1' row='0'>ChampionWarClubs</Tech>
		<Tech column='1' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='2' page='1' row='0'>ChampionPumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryWarBows</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryPumaMen</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryWarRifles</Tech>
		<Tech column='2' page='1' row='0'>ChampionMusketWarriors</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMusketWarriors</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutWarDrums</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutPoisonArrowFrogs</Tech>
		<Tech column='0' page='1' row='0'>ChampionAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteMacehualtins</Tech>
		<Tech column='3' page='1' row='0'>ChampionBlowgunners</Tech>
		<Tech column='3' page='1' row='0'>ImpLegendaryBlowgunners</Tech>
		<Tech column='2' page='1' row='0'>EliteSpearman</Tech>
		<Tech column='2' page='1' row='0'>ChampionSpearman</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendarySpearman</Tech>
		<Tech column='1' page='1' row='0'>EliteMaratekoaras</Tech>
		<Tech column='1' page='1' row='0'>ChampionMaratekoaras</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMaratekoaras</Tech>
		<Tech column='0' page='1' row='0'>EliteTamoios</Tech>
		<Tech column='0' page='1' row='0'>ChampionTamoios</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryTamoios</Tech>
		<Train column='0' page='0' row='0'>Makana</Train>
		<Train column='1' page='0' row='0'>Rengui</Train>
		<Train column='2' page='0' row='0'>Tralka</Train>
		<Tech column='2' page='1' row='0'>ChampionTralkas</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryTralkas</Tech>
		<Tech column='1' page='1' row='0'>EliteRenguis</Tech>
		<Tech column='1' page='1' row='0'>ChampionRenguis</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryRenguis</Tech>
		<Tech column='0' page='1' row='0'>EliteMakanas</Tech>
		<Tech column='0' page='1' row='0'>ChampionMakanas</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryMakanas</Tech>
		<Tech column='0' page='2' row='0'>BigWarhutmapuchetactics</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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypCastleRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>warhut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='714' name='Shrine'>
		<DBID>1093</DBID>
		<DisplayNameID>43496</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Priest</Train>
		<Train column='0' page='0' row='0'>Missionary</Train>
		<Train column='0' page='0' row='0'>Imam</Train>
		<Tech column='9' page='1' row='0'>ChurchZweihander</Tech>
		<Tech column='8' page='1' row='0'>ChurchQuatrefage</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCPatriots</Tech>
		<Tech column='7' page='1' row='0'>ChurchWesternization</Tech>
		<Tech column='7' page='1' row='0'>ChurchKopruluViziers</Tech>
		<Tech column='7' page='1' row='0'>ChurchThinRedLine</Tech>
		<Tech column='8' page='1' row='0'>UniqueSPCGrandEncampment</Tech>
		<Tech column='8' page='1' row='0'>ChurchGardeImperial1</Tech>
		<Tech column='8' page='1' row='0'>ChurchGardeImperial2</Tech>
		<Tech column='2' page='1' row='0'>ChurchTownWatch</Tech>
		<Tech column='8' page='1' row='0'>ChurchBlackWatch</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCCorsolet</Tech>
		<Tech column='9' page='1' row='0'>UniqueSPCHighCrusade</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCIndianFriendship</Tech>
		<Tech column='8' page='1' row='0'>UniqueSPCTaxBurden</Tech>
		<Tech column='1' page='1' row='0'>Bastion</Tech>
		<Tech column='8' page='1' row='0'>ChurchGalataTowerDistrict</Tech>
		<Tech column='7' page='1' row='0'>ChurchAbbassidMarket</Tech>
		<Tech column='8' page='1' row='0'>ChurchTopkapi</Tech>
		<Tech column='9' page='1' row='0'>ChurchRogersRangers</Tech>
		<Tech column='9' page='1' row='0'>ChurchWildGeeseSpanish</Tech>
		<Tech column='9' page='1' row='0'>ChurchTowerAndSword</Tech>
		<Tech column='8' page='1' row='0'>ChurchTanzimat</Tech>
		<Tech column='7' page='1' row='0'>ChurchCoffeeTrade</Tech>
		<Tech column='5' page='1' row='0'>ChurchStandingArmy</Tech>
		<Tech column='7' page='1' row='0'>ChurchTillysDiscipline</Tech>
		<Tech column='10' page='1' row='0'>ChurchTopcuCorps</Tech>
		<Tech column='9' page='1' row='0'>ChurchTufanciCorps</Tech>
		<Tech column='8' page='1' row='0'>ChurchBestieros</Tech>
		<Tech column='8' page='1' row='0'>ChurchKalmucks</Tech>
		<Tech column='7' page='1' row='0'>ChurchPetrineReforms</Tech>
		<Tech column='3' page='1' row='0'>ChurchGasLighting</Tech>
		<Tech column='7' page='1' row='0'>ChurchMilletSystem</Tech>
		<Tech column='9' page='1' row='0'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech column='7' page='1' row='0'>ChurchEconmediaManor</Tech>
		<Tech column='7' page='1' row='0'>ChurchCodeNapoleon</Tech>
		<Tech column='6' page='1' row='0'>ChurchMassCavalry</Tech>
		<Tech column='9' page='1' row='0'>ChurchStadholders</Tech>
		<Tech column='8' page='1' row='0'>ChurchWallensteinsContracts</Tech>
		<Tech column='8' page='1' row='0'>ChurchWaardgelders</Tech>
		<Tech column='9' page='1' row='0'>ChurchBashkirPonies</Tech>
		<Tech column='4' page='1' row='0'>ChurchMercantilism</Tech>
		<Tech column='7' page='1' row='0'>ChurchCorsolet</Tech>
		<Tech column='8' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='715' name='Corral'>
		<DBID>1095</DBID>
		<DisplayNameID>43502</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>xpHorseman</Train>
		<Train column='1' page='0' row='0'>xpMusketRider</Train>
		<Train column='0' page='0' row='0'>xpAxeRider</Train>
		<Train column='0' page='0' row='0'>Hussar</Train>
		<Train column='1' page='0' row='0'>Dragoon</Train>
		<Train column='1' page='0' row='0'>xpBowRider</Train>
		<Train column='3' page='0' row='0'>xpCoupRider</Train>
		<Train column='2' page='0' row='0'>xpRifleRider</Train>
		<Train column='0' page='0' row='0'>Huampelen</Train>
		<Train column='1' page='0' row='0'>Winitufe</Train>
		<Train column='2' page='0' row='0'>Malon</Train>
		<Train column='3' page='0' row='0'>Malalkawuelo</Train>
		<Tech column='1' page='1' row='0'>GuardDragoons</Tech>
		<Tech column='0' page='1' row='0'>GuardHussars</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='0' page='1' row='0'>ChampionHorsemen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryHorsemen</Tech>
		<Tech column='0' page='1' row='0'>EliteHorsemen</Tech>
		<Tech column='1' page='1' row='0'>ChampionMusketRiders</Tech>
		<Tech column='1' page='1' row='0'>ChampionCoupRiders</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAxeRiders</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMusketRiders</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryRifleRiders</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryBowRider</Tech>
		<Tech column='1' page='1' row='0'>ChampionBowRider</Tech>
		<Tech column='0' page='2' row='0'>BigCorralBonepipeArmor</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryCoupRiders</Tech>
		<Tech column='0' page='2' row='0'>BigCorralHorseSecrets</Tech>
		<Tech column='0' page='2' row='0'>BigCorralLefkawellun</Tech>
		<Tech column='0' page='1' row='0'>ChampionAxeRiders</Tech>
		<Tech column='0' page='1' row='0'>EliteAxeRiders</Tech>
		<Tech column='1' page='1' row='0'>EliteBowRider</Tech>
		<Tech column='2' page='1' row='0'>ChampionRifleRiders</Tech>
		<Tech column='1' page='1' row='0'>EliteWinitufe</Tech>
		<Tech column='0' page='1' row='0'>EliteHuampelen</Tech>
		<Tech column='2' page='1' row='0'>ChampionMalons</Tech>
		<Tech column='3' page='1' row='0'>ChampionMalalkawuelos</Tech>
		<Tech column='1' page='1' row='0'>ChampionWinitufe</Tech>
		<Tech column='0' page='1' row='0'>ChampionHuampelen</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMalons</Tech>
		<Tech column='3' page='1' row='0'>ImpLegendaryMalalkawuelos</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryWinitufe</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryHuampelen</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='716' name='Farm'>
		<DBID>1096</DBID>
		<DisplayNameID>43505</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Train column='0' page='0' row='0'>Sheep</Train>
		<Train column='0' page='0' row='0'>Hen</Train>
		<Train column='0' page='0' row='0'>Llama</Train>
		<Tech column='0' page='2' row='0'>BigFarmHorsemanship</Tech>
		<Tech column='0' page='1' row='0'>ImpLargeScaleGathering</Tech>
		<Tech column='0' page='2' row='0'>BigFarmCinteotl</Tech>
		<Tech column='0' page='1' row='0'>HarvestCeremony</Tech>
		<Tech column='0' page='1' row='0'>GreatFeast</Tech>
		<Tech column='0' page='1' row='0'>GreenCornCeremony</Tech>
		<Tech column='0' page='2' row='0'>BigFarmStrawberry</Tech>
		<Tech column='1' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='0' page='2' row='0'>Ayllu</Tech>
		<Tech column='0' page='1' row='0'>FootPlough</Tech>
		<Tech column='0' page='1' row='0'>Fertilizers</Tech>
		<Tech column='0' page='1' row='0'>TerracedFarming</Tech>
		<Tech column='0' page='1' row='0'>Camellones</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='718' name='Tipi'>
		<DBID>1100</DBID>
		<DisplayNameID>43669</DisplayNameID>
		<EditorNameID>43670</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='719' name='TreeRedwood'>
		<DBID>1101</DBID>
		<DisplayNameID>43673</DisplayNameID>
		<EditorNameID>43674</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\buildings\house\tupi_house.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>1800.0000</InitialHitpoints>
		<MaxHitpoints>1800.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>14</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='0' page='4' row='0'>Caracole</Tech>
		<Tech column='0' page='5' row='0'>GunnersQuadrant</Tech>
		<Tech column='0' page='2' row='0'>BigLonghouseWoodlandDwellers</Tech>
		<Tech column='1' page='4' row='0'>CavalryCuirass</Tech>
		<Tech column='1' page='5' row='0'>HeatedShot</Tech>
		<Tech column='0' page='1' row='0'>InfantryBreastplate</Tech>
		<Tech column='1' page='1' row='0'>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>
		<Flag>NotDeleteable</Flag>
		<Tactics>longhouse.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='721' name='SettlerNative'>
		<DBID>1103</DBID>
		<DisplayNameID>43687</DisplayNameID>
		<EditorNameID>43688</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Rehue</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>SANmonument</Train>
		<Train column='0' page='6' row='0'>SANmonument2</Train>
		<Train column='0' page='6' row='0'>Wigham</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>IncaTemple</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='6' row='0'>Houseinca</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>WOLMarketGreek</Train>
		<Train column='2' page='6' row='0'>WOLMarketIroquois</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>WOLFarmIroquois</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>HuntingLodge</Train>
		<Train column='4' page='6' row='0'>WOLHuntingLodgeGreek</Train>
		<Train column='4' page='6' row='0'>TupiCorral</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='10' page='6' row='0'>WOLTotem</Train>
		<Train column='11' page='6' row='0'>Tambo</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>WOLWarHutIroquois</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>WOLCorralIroquois</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotGreek</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='13' page='6' row='0'>WOLKruppFactory</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>TownCenter</Train>
		<Train column='15' page='6' row='0'>TownCenter</Train>
		<Train column='16' page='6' row='0'>Plantation</Train>
		<Train column='16' page='6' row='0'>WOLPlantationIroquois</Train>
		<Train column='17' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>Capitol</Train>
		<Train column='19' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.17500</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='WOLChurchGreek'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='FirePit'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='Prisoner'>1.000000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='722' name='NatLightningWarrior'>
		<DBID>1104</DBID>
		<DisplayNameID>43756</DisplayNameID>
		<EditorNameID>43757</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Zapotec</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>WarHut</Train>
		<Train column='0' page='6' row='0'>WOLWarHutIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WarHut'>2.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Farm</Train>
		<Train column='0' page='6' row='0'>WOLFarmIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Blockhouse'>2.000000</Rate>
			<Rate type='Outpost'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='725' name='xpMedicineMan'>
		<DBID>1107</DBID>
		<DisplayNameID>43829</DisplayNameID>
		<EditorNameID>43830</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='726' name='MercenaryHut'>
		<DBID>1108</DBID>
		<DisplayNameID>43833</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>MercBarbaryCorsair</Train>
		<Train column='1' page='0' row='0'>MercHighlander</Train>
		<Train column='2' page='0' row='0'>MercJaeger</Train>
		<Train column='3' page='0' row='0'>MercLandsknecht</Train>
		<Train column='4' page='0' row='0'>MercRonin</Train>
		<Train column='5' page='0' row='0'>MercSwissPikeman</Train>
		<Train column='7' page='0' row='0'>MercBlackRider</Train>
		<Train column='8' page='0' row='0'>MercHackapell</Train>
		<Train column='9' page='0' row='0'>MercMameluke</Train>
		<Train column='10' page='0' row='0'>MercManchu</Train>
		<Train column='11' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='727' name='TreeMadrone'>
		<DBID>1109</DBID>
		<DisplayNameID>43836</DisplayNameID>
		<EditorNameID>43837</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='730' name='NatKlamathRifleman'>
		<DBID>1112</DBID>
		<DisplayNameID>43849</DisplayNameID>
		<EditorNameID>43850</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Klamath</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>42.000000</DamageCap>
			<DamageArea>3.000000</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>3.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Tomahawk</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='734' name='MercNinja'>
		<DBID>1116</DBID>
		<DisplayNameID>43874</DisplayNameID>
		<EditorNameID>43875</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='737' name='Seal'>
		<DBID>1120</DBID>
		<DisplayNameID>43890</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</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\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>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='739' name='xpWarBow'>
		<DBID>1122</DBID>
		<DisplayNameID>43897</DisplayNameID>
		<EditorNameID>43898</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='740' name='TreeKapok'>
		<DBID>1123</DBID>
		<DisplayNameID>43903</DisplayNameID>
		<EditorNameID>43904</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetCoyote</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='WarHut'>1.000000</Rate>
			<Rate type='ArtilleryDepot'>1.000000</Rate>
			<Rate type='Corral'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.100000</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>18.0000</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>205.0000</InitialHitpoints>
		<MaxHitpoints>205.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>6.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>6.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>6.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='743' name='FirePit'>
		<DBID>1126</DBID>
		<DisplayNameID>43965</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\firepit.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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>25</GathererLimit>
		<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 column='0' page='2' row='0'>BigFirepitSecretSociety</Tech>
		<Tech column='0' page='2' row='0'>BigFirepitBattleAnger</Tech>
		<Tech column='0' page='2' row='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 column='0' page='9'>Tactic14</Command>
		<Command column='2' page='9'>Tactic16</Command>
		<Command column='3' page='9'>Tactic17</Command>
		<Command column='4' page='9'>Tactic18</Command>
		<Command column='1' page='9'>Tactic19</Command>
		<Command column='2' page='9'>Tactic15</Command>
		<Command column='3' page='9'>Tactic26</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='6' page='9'>Tactic32</Command>
		<Command column='3' page='9'>Tactic30</Command>
		<Command column='3' page='9'>Tactic31</Command>
		<Command column='5' page='9'>Tactic28</Command>
		<Command column='6' page='9'>Tactic27</Command>
		<Command column='10' page='9'>Tactic25</Command>
		<Command column='10' page='9'>Tactic24</Command>
		<Command column='8' page='9'>Tactic23</Command>
		<Command column='7' page='9'>Tactic22</Command>
		<Command column='9' page='9'>Tactic21</Command>
		<Command column='10' page='9'>Tactic20</Command>
		<Command column='11' page='9'>SquadWheelLeft</Command>
		<Command column='12' page='9'>SquadWheelRight</Command>
		<Tactics>firepit.tactics</Tactics>
	</Unit>
	<Unit id='744' name='xpCoyoteMan'>
		<DBID>1127</DBID>
		<DisplayNameID>43972</DisplayNameID>
		<EditorNameID>43973</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>31.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='745' name='xpMacehualtin'>
		<DBID>1128</DBID>
		<DisplayNameID>43976</DisplayNameID>
		<EditorNameID>43977</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>26.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<MaxHeight>0.000000</MaxHeight>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='746' name='xpWarRifle'>
		<DBID>1129</DBID>
		<DisplayNameID>43998</DisplayNameID>
		<EditorNameID>43999</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='747' name='TreePolyepis'>
		<DBID>1130</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>44003</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>TradingPost</Train>
		<Train column='1' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>nathaniel.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>2.500000</Rate>
			<Rate type='TradingPost'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='749' name='TreeAndes'>
		<DBID>1132</DBID>
		<DisplayNameID>44012</DisplayNameID>
		<EditorNameID>44013</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.7500' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</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>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='751' name='TreeJuniper'>
		<DBID>1134</DBID>
		<DisplayNameID>44065</DisplayNameID>
		<EditorNameID>44066</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>40.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>120.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Tech column='2' page='1' row='0'>ImpLegendaryJaguarKnights</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryArrowKnights</Tech>
		<Tech column='1' page='1' row='0'>ChampionEagleKnight</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryEagleKnights</Tech>
		<Tech column='3' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='3' page='1' row='0'>ImperialHussars</Tech>
		<Tech column='0' page='1' row='0'>ChampionArrowKnight</Tech>
		<Tech column='0' page='2' row='0'>BigNoblesHutWarSong</Tech>
		<Tech column='3' page='1' row='0'>GuardHussars</Tech>
		<Tech column='4' page='1' row='0'>StrongNoblesHut</Tech>
		<Tech column='4' page='1' row='0'>MightyNoblesHut</Tech>
		<Tech column='2' page='1' row='0'>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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='755' name='xpEagleKnight'>
		<DBID>1139</DBID>
		<DisplayNameID>44140</DisplayNameID>
		<EditorNameID>44141</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>37.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='756' name='xpJaguarKnight'>
		<DBID>1140</DBID>
		<DisplayNameID>44144</DisplayNameID>
		<EditorNameID>44145</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>37.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='757' name='xpArrowKnight'>
		<DBID>1141</DBID>
		<DisplayNameID>44148</DisplayNameID>
		<EditorNameID>44149</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>arrowknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='758' name='xpPumaMan'>
		<DBID>1142</DBID>
		<DisplayNameID>44152</DisplayNameID>
		<EditorNameID>44153</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</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' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetJaguar</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>xpaztecwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageArea>0.000000</DamageArea>
			<DamageCap>6.000000</DamageCap>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageArea>0.000000</DamageArea>
			<DamageCap>12.000000</DamageCap>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='MercType2'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='761' name='MineTin'>
		<DBID>1145</DBID>
		<DisplayNameID>44164</DisplayNameID>
		<EditorNameID>44165</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>1500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='NoblesHut'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='763' name='MercFusilier'>
		<DBID>1147</DBID>
		<DisplayNameID>44368</DisplayNameID>
		<EditorNameID>44369</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='764' name='xpColonialMilitia'>
		<DBID>1148</DBID>
		<DisplayNameID>44372</DisplayNameID>
		<EditorNameID>44373</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\CM\colonialmilitia.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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='765' name='TreePaintedDesert'>
		<DBID>1150</DBID>
		<DisplayNameID>44422</DisplayNameID>
		<EditorNameID>44423</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>54.000000</DamageCap>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>55.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>43.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>23.0000</Bounty>
		<BuildBounty>23.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>coupRider.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>30.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='769' name='Guanaco'>
		<DBID>1154</DBID>
		<DisplayNameID>44493</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='773' name='NatMapucheClubman'>
		<DBID>1164</DBID>
		<DisplayNameID>45012</DisplayNameID>
		<EditorNameID>45013</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Mapuche</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>units\artillery\gatling_gun\gatling_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\gatling_gun_icon</Icon>
		<PortraitIcon>ui\units\gatling_gun_portrait</PortraitIcon>
		<RolloverTextID>45210</RolloverTextID>
		<ShortRolloverTextID>45209</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='775' name='SPCXPKuechler'>
		<DBID>1166</DBID>
		<DisplayNameID>45215</DisplayNameID>
		<EditorNameID>45216</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Hero</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='776' name='SPCXPChayton'>
		<DBID>1167</DBID>
		<DisplayNameID>45228</DisplayNameID>
		<EditorNameID>45229</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>chayton.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>2.500000</Rate>
			<Rate type='TradingPost'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='777' name='SPCXPHolme'>
		<DBID>1168</DBID>
		<DisplayNameID>45233</DisplayNameID>
		<EditorNameID>45234</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>SPChero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='778' name='SPCXPCampfire'>
		<DBID>1172</DBID>
		<DisplayNameID>45347</DisplayNameID>
		<EditorNameID>45348</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>30.0000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>70.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='780' name='SocketApache'>
		<DBID>1174</DBID>
		<DisplayNameID>45436</DisplayNameID>
		<EditorNameID>45437</EditorNameID>
		<SubCiv>Apache</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>75.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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>600.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>10.000000</MinRange>
			<MaxRange>60.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>10.000000</MinRange>
			<MaxRange>60.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<MinRange>10.000000</MinRange>
			<DamageBonus type='Building'>1.250000</DamageBonus>
			<Active>1</Active>
			<DamageArea>6.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id='785' name='IGCXPKuechler'>
		<DBID>1179</DBID>
		<DisplayNameID>45464</DisplayNameID>
		<EditorNameID>45465</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='786' name='IGCXPNathaniel'>
		<DBID>1180</DBID>
		<DisplayNameID>45475</DisplayNameID>
		<EditorNameID>45589</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='788' name='BloodFactory'>
		<DBID>1182</DBID>
		<DisplayNameID>45491</DisplayNameID>
		<PopulationCapAddition>100</PopulationCapAddition>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>15000.0000</InitialHitpoints>
		<MaxHitpoints>15000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>240.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='1' row='0'>FactorySteamPower</Tech>
		<Tech column='1' page='1' row='0'>FactoryWaterPower</Tech>
		<Tech column='3' page='1' row='0'>FactoryMassProduction</Tech>
		<Tech column='4' page='1' row='0'>ImperialBombard</Tech>
		<Tech column='4' page='1' row='0'>ImperialRocket</Tech>
		<Tech column='0' page='1' row='0'>FactoryCannery</Tech>
		<Tech column='4' page='1' row='0'>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='2' page='9'>Tactic13</Command>
		<Command column='0' page='9'>Tactic14</Command>
		<Command column='1' page='9'>Tactic15</Command>
		<Tactics>bloodfactory.tactics</Tactics>
	</Unit>
	<Unit id='789' name='BloodArsenal'>
		<DBID>1183</DBID>
		<DisplayNameID>45500</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='2' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='790' name='TESTFactory'>
		<DBID>1184</DBID>
		<DisplayNameID>45505</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>240.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='1' row='0'>FactorySteamPower</Tech>
		<Tech column='1' page='1' row='0'>FactoryWaterPower</Tech>
		<Tech column='3' page='1' row='0'>FactoryMassProduction</Tech>
		<Tech column='4' page='1' row='0'>ImperialBombard</Tech>
		<Tech column='4' page='1' row='0'>ImperialRocket</Tech>
		<Tech column='0' page='1' row='0'>FactoryCannery</Tech>
		<Tech column='4' page='1' row='0'>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 column='3' page='9'>Tactic13</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='9'>Tactic11</Command>
		<Command column='1' page='9'>Tactic12</Command>
		<Command column='2' page='9'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
	</Unit>
	<Unit id='793' name='IGCXPChayton'>
		<DBID>1187</DBID>
		<DisplayNameID>45510</DisplayNameID>
		<EditorNameID>45511</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='794' name='IGCXPNativeChayton'>
		<DBID>1188</DBID>
		<DisplayNameID>45512</DisplayNameID>
		<EditorNameID>45513</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
	</Unit>
	<Unit id='799' name='Embassy'>
		<DBID>1195</DBID>
		<DisplayNameID>45726</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>NatApacheCavalry</Train>
		<Train column='3' page='0' row='0'>NatBlackwoodArcher</Train>
		<Train column='5' page='0' row='0'>NatBlowgunWarrior</Train>
		<Train column='6' page='0' row='0'>NatBolasWarrior</Train>
		<Train column='7' page='0' row='0'>NatCheyenneRider</Train>
		<Train column='8' page='0' row='0'>NatClubman</Train>
		<Train column='11' page='0' row='0'>NatHolcanSpearman</Train>
		<Train column='12' page='0' row='0'>NatHorseArcher</Train>
		<Train column='13' page='0' row='0'>NatHuaminca</Train>
		<Train column='14' page='0' row='0'>NatHuronMantlet</Train>
		<Train column='16' page='0' row='0'>NatKlamathRifleman</Train>
		<Train column='17' page='0' row='0'>NatLightningWarrior</Train>
		<Train column='19' page='0' row='0'>NatMapucheClubman</Train>
		<Train column='21' page='0' row='0'>NatNavajoRifleman</Train>
		<Train column='22' page='0' row='0'>NatRifleman</Train>
		<Train column='23' page='0' row='0'>NatSharktoothBowman</Train>
		<Train column='25' page='0' row='0'>NatTracker</Train>
		<Train column='27' page='0' row='0'>ypNatChakram</Train>
		<Train column='28' page='0' row='0'>ypNatConquistador</Train>
		<Train column='30' page='0' row='0'>ypNatRattanShield</Train>
		<Train column='31' page='0' row='0'>ypNatSohei</Train>
		<Train column='32' page='0' row='0'>ypNatTigerClaw</Train>
		<Train column='29' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='800' name='TreeNewEnglandSnow'>
		<DBID>1196</DBID>
		<DisplayNameID>45801</DisplayNameID>
		<EditorNameID>45802</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>12.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='802' name='SPCXPBarn'>
		<DBID>1202</DBID>
		<DisplayNameID>45818</DisplayNameID>
		<EditorNameID>45819</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>FirePit</Train>
		<Train column='2' page='6' row='0'>Dock</Train>
		<Train column='3' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>WOLMarketIroquois</Train>
		<Train column='4' page='6' row='0'>Farm</Train>
		<Train column='4' page='6' row='0'>WOLFarmIroquois</Train>
		<Train column='5' page='6' row='0'>Plantation</Train>
		<Train column='5' page='6' row='0'>WOLPlantationIroquois</Train>
		<Train column='6' page='6' row='0'>WarHut</Train>
		<Train column='6' page='6' row='0'>WOLWarHutIroquois</Train>
		<Train column='7' page='6' row='0'>WOLTotem</Train>
		<Train column='10' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='12' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='11' page='6' row='0'>Corral</Train>
		<Train column='11' page='6' row='0'>WOLCorralIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='10' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='12' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='11' page='6' row='0'>Corral</Train>
		<Train column='11' page='6' row='0'>WOLCorralIroquois</Train>
		<Train column='10' page='6' row='0'>WarHut</Train>
		<Train column='10' page='6' row='0'>WOLWarHutIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Blockhouse'>2.000000</Rate>
			<Rate type='Outpost'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='806' name='SPCXPBaker'>
		<DBID>1206</DBID>
		<DisplayNameID>45933</DisplayNameID>
		<EditorNameID>45934</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='807' name='SPCXPVFSoldier'>
		<DBID>1207</DBID>
		<DisplayNameID>45941</DisplayNameID>
		<EditorNameID>45942</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='6' row='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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCXPvfsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.620000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='808' name='SPCXPVFHut'>
		<DBID>1208</DBID>
		<DisplayNameID>45945</DisplayNameID>
		<EditorNameID>45946</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>75.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Command column='0' page='10'>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>3.0000</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>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id='810' name='SPCXPMiningCamp'>
		<DBID>1210</DBID>
		<DisplayNameID>45993</DisplayNameID>
		<EditorNameID>45994</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='811' name='xpWarrior'>
		<DBID>1211</DBID>
		<DisplayNameID>46033</DisplayNameID>
		<EditorNameID>46034</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Cost resourcetype='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='812' name='SPCXPWaterfall'>
		<DBID>1213</DBID>
		<DisplayNameID>46065</DisplayNameID>
		<EditorNameID>46066</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<Armor type='Siege' value='0.0000' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>SaloonOutlawPistol</Train>
		<Train column='0' page='0' row='0'>WOLSaloonOutlawRugaRuga</Train>
		<Train column='1' page='0' row='0'>SaloonOutlawRider</Train>
		<Train column='2' page='0' row='0'>SaloonOutlawRifleman</Train>
		<Train column='2' page='0' row='0'>WOLSaloonOutlawPoacher</Train>
		<Train column='3' page='0' row='0'>SaloonPirate</Train>
		<Train column='4' page='0' row='0'>ypDacoit</Train>
		<Train column='5' page='0' row='0'>ypThuggee</Train>
		<Train column='6' page='0' row='0'>ypWokouPirate</Train>
		<Train column='7' page='0' row='0'>ypWokouWanderingHorseman</Train>
		<Train column='8' page='0' row='0'>ypWokouWaywardRonin</Train>
		<Train column='9' page='0' row='0'>ypWokouBlindMonk</Train>
		<Train column='10' page='0' row='0'>MercFusilier</Train>
		<Train column='11' page='0' row='0'>MercSwissPikeman</Train>
		<Train column='12' page='0' row='0'>MercRonin</Train>
		<Train column='13' page='0' row='0'>MercJaeger</Train>
		<Train column='14' page='0' row='0'>MercStradiot</Train>
		<Train column='15' page='0' row='0'>MercLandsknecht</Train>
		<Train column='16' page='0' row='0'>MercHighlander</Train>
		<Train column='17' page='0' row='0'>MercHackapell</Train>
		<Train column='18' page='0' row='0'>MercNinja</Train>
		<Train column='19' page='0' row='0'>MercMameluke</Train>
		<Train column='20' page='0' row='0'>MercManchu</Train>
		<Train column='21' page='0' row='0'>MercElmeti</Train>
		<Train column='22' page='0' row='0'>MercBlackRider</Train>
		<Train column='23' page='0' row='0'>MercBarbaryCorsair</Train>
		<Train column='24' page='0' row='0'>MercGreatCannon</Train>
		<Train column='24' page='0' row='0'>ypMercIronTroop</Train>
		<Train column='25' page='0' row='0'>ypMercYojimbo</Train>
		<Train column='26' page='0' row='0'>ypMercJatLancer</Train>
		<Train column='27' page='0' row='0'>ypMercArsonist</Train>
		<Train column='28' page='0' row='0'>Mambi</Train>
		<Train column='29' page='0' row='0'>WOLMercBlackShot</Train>
		<Train column='30' page='0' row='0'>MercZuavoBaiano</Train>
		<Train column='31' page='0' row='0'>MercBlandengue</Train>
		<Train column='32' page='0' row='0'>MercJagunco</Train>
		<Train column='33' page='0' row='0'>WOLMercRoshior</Train>
		<Train column='34' page='0' row='0'>WOLMercCherryGun</Train>
		<Train column='35' page='0' row='0'>WOLMercKomiti</Train>
		<Train column='36' page='0' row='0'>WOLMercBlueGuard</Train>
		<Train column='37' page='0' row='0'>WOLMercWalloonGuard</Train>
		<Train column='38' page='0' row='0'>WOLMercAlkarLancer</Train>
		<Train column='39' page='0' row='0'>WOLMercUskok</Train>
		<Train column='40' page='0' row='0'>MercLanceiroNegro</Train>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
		<ProtoAction>
			<Name>PianoXPTrickle</Name>
			<Rate type='XP'>1.50000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='814' name='SaloonOutlawPistol'>
		<DBID>1216</DBID>
		<DisplayNameID>46118</DisplayNameID>
		<EditorNameID>46119</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='816' name='SaloonOutlawRifleman'>
		<DBID>1218</DBID>
		<DisplayNameID>46126</DisplayNameID>
		<EditorNameID>46127</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='817' name='SaloonPirate'>
		<DBID>1219</DBID>
		<DisplayNameID>46130</DisplayNameID>
		<EditorNameID>46131</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>5.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id='821' name='IGCHolme'>
		<DBID>1224</DBID>
		<DisplayNameID>46201</DisplayNameID>
		<EditorNameID>46202</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Food'>1000.0000</Cost>
		<Cost resourcetype='Wood'>1000.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='FortFrontier'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='823' name='HuariStrongholdAndes'>
		<DBID>1226</DBID>
		<DisplayNameID>46230</DisplayNameID>
		<EditorNameID>46231</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Aggressive</InitialUnitAIStance>
		<Bounty>90.0000</Bounty>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<Armor type='Siege' value='0.5000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>huaristronghold.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='824' name='Teepee'>
		<DBID>1228</DBID>
		<DisplayNameID>46289</DisplayNameID>
		<EditorNameID>46290</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='2' row='0'>InfantryBreastplate</Tech>
		<Tech column='1' page='4' row='0'>Caracole</Tech>
		<Tech column='0' page='4' row='0'>CavalryCuirass</Tech>
		<Tech column='2' page='4' row='0'>Pillage</Tech>
		<Tech column='1' page='2' row='0'>Rifling</Tech>
		<Tech column='0' page='2' row='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 column='0' page='10'>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>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='TownCenter'>2.000000</Rate>
			<Rate type='WarHut'>2.000000</Rate>
			<Rate type='ArtilleryDepot'>2.000000</Rate>
			<Rate type='Corral'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='826' name='SPCXPBoatBridge'>
		<DBID>1230</DBID>
		<DisplayNameID>46298</DisplayNameID>
		<EditorNameID>46299</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Decay delay='60.0000' duration='60.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>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>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='828' name='SPCXPBoatBridgeEnd'>
		<DBID>1232</DBID>
		<DisplayNameID>46306</DisplayNameID>
		<EditorNameID>46307</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Decay delay='60.0000' duration='60.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='829' name='xpSpy'>
		<DBID>1233</DBID>
		<DisplayNameID>46322</DisplayNameID>
		<EditorNameID>46323</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Spy\spy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\spy_icon</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimap</MinimapIcon>
		<PortraitIcon>ui\units\spy_portrait</PortraitIcon>
		<RolloverTextID>46321</RolloverTextID>
		<ShortRolloverTextID>46320</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>
		<Train column='0' page='6' row='0'>SpyMine</Train>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>spy.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='spymine'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>Sabotage</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>1.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MartialArts</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gunshot</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='830' name='IGCKanyenkeXP'>
		<DBID>1234</DBID>
		<DisplayNameID>46324</DisplayNameID>
		<EditorNameID>46325</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>archer.tactics</Tactics>
	</Unit>
	<Unit id='831' name='IGCNonahkeeXP'>
		<DBID>1235</DBID>
		<DisplayNameID>46326</DisplayNameID>
		<EditorNameID>46327</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>aztecpriest.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='FirePit'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</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>3.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='834' name='SPCXPRailroadWorker'>
		<DBID>1238</DBID>
		<DisplayNameID>46469</DisplayNameID>
		<EditorNameID>46470</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='0' row='0'>RockBridgeRight</Train>
		<Train column='1' page='0' row='0'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='RockBridgeLeft'>1.000000</Rate>
			<Rate type='RockBridgeRight'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='835' name='IGCXPCuster'>
		<DBID>1239</DBID>
		<DisplayNameID>46515</DisplayNameID>
		<EditorNameID>46516</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>18.0000</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>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='837' name='SPCXPChiefTwoMoon'>
		<DBID>1241</DBID>
		<DisplayNameID>46533</DisplayNameID>
		<EditorNameID>46534</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>PetWolf</Train>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>xpwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='TownCenter'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</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>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>xpsiouxwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='TownCenter'>2.000000</Rate>
			<Rate type='WarHut'>2.000000</Rate>
			<Rate type='ArtilleryDepot'>2.000000</Rate>
			<Rate type='Corral'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</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>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Caravel\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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>Ironclad.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>80.000000</MaxRange>
			<ROF>0.500000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>115.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>230.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='840' name='IGCHolme2'>
		<DBID>1244</DBID>
		<DisplayNameID>46597</DisplayNameID>
		<EditorNameID>46598</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>18.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>125.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>250.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<Bounty>50.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>SPCXPFoodCart.tactics</Tactics>
	</Unit>
	<Unit id='844' name='SPCXPFeedStore'>
		<DBID>1248</DBID>
		<DisplayNameID>46664</DisplayNameID>
		<EditorNameID>46665</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1315.0000</InitialHitpoints>
		<MaxHitpoints>1315.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='845' name='AITargetBlockWeak'>
		<DBID>1249</DBID>
		<DisplayNameID>46666</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<LOS>0.0000</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>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='848' name='SPCXPWoodFortWallMedium'>
		<DBID>1252</DBID>
		<DisplayNameID>46680</DisplayNameID>
		<EditorNameID>46681</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='849' name='SPCXPWoodFortWallSmall'>
		<DBID>1253</DBID>
		<DisplayNameID>46684</DisplayNameID>
		<EditorNameID>46685</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='850' name='SPCXPWoodFortGate'>
		<DBID>1254</DBID>
		<DisplayNameID>46688</DisplayNameID>
		<EditorNameID>46689</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc_woodfort_wall\spc_woodfort_wall_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='851' name='SPCXPWoodFortTower'>
		<DBID>1255</DBID>
		<DisplayNameID>46692</DisplayNameID>
		<EditorNameID>46693</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='852' name='SPCXPRedoubtCenter'>
		<DBID>1256</DBID>
		<DisplayNameID>46700</DisplayNameID>
		<EditorNameID>46701</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='853' name='SPCXPRedoubtLeft'>
		<DBID>1257</DBID>
		<DisplayNameID>46704</DisplayNameID>
		<EditorNameID>46705</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='854' name='SPCXPRedoubtRight'>
		<DBID>1258</DBID>
		<DisplayNameID>46708</DisplayNameID>
		<EditorNameID>46709</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='855' name='NativeEmbassy'>
		<DBID>1261</DBID>
		<DisplayNameID>46755</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>WOTTANatGuaraniRifleman</Train>
		<Train column='1' page='0' row='0'>WOTTANatOrderKnight</Train>
		<Train column='2' page='0' row='0'>WOTTANatOrderSwordsman</Train>
		<Train column='3' page='0' row='0'>WOTTANatMiquelet</Train>
		<Train column='4' page='0' row='0'>WOTTANatCaptainDoMato</Train>
		<Train column='5' page='0' row='0'>WOTTANatApolicaneRider</Train>
		<Train column='6' page='0' row='0'>WOTTANatMaroon</Train>
		<Train column='7' page='0' row='0'>WOTTANatChola</Train>
		<Train column='8' page='0' row='0'>WOTTANatCangaceiro</Train>
		<Train column='9' page='0' row='0'>WOTTANatPirate</Train>
		<Train column='0' page='0' row='0'>ypNatChakram</Train>
		<Train column='1' page='0' row='0'>ypNatConquistador</Train>
		<Train column='1' page='0' row='0'>NatApolicaneRider</Train>
		<Train column='2' page='0' row='0'>ypNatRattanShield</Train>
		<Train column='3' page='0' row='0'>ypNatTigerClaw</Train>
		<Train column='4' page='0' row='0'>ypNatWarElephant</Train>
		<Train column='0' page='0' row='0'>NatBolasWarrior</Train>
		<Train column='2' page='0' row='0'>NatBlowgunWarrior</Train>
		<Train column='17' page='0' row='0'>NativeScout</Train>
		<Train column='19' page='0' row='0'>NatMedicineMan</Train>
		<Train column='0' page='0' row='0'>NatApacheCavalry</Train>
		<Train column='1' page='0' row='0'>NatBlackwoodArcher</Train>
		<Train column='3' page='0' row='0'>NatCheyenneRider</Train>
		<Train column='4' page='0' row='0'>NatClubman</Train>
		<Train column='5' page='0' row='0'>NatHolcanSpearman</Train>
		<Train column='6' page='0' row='0'>NatHorseArcher</Train>
		<Train column='7' page='0' row='0'>NatHuaminca</Train>
		<Train column='8' page='0' row='0'>NatHuronMantlet</Train>
		<Train column='9' page='0' row='0'>NatKlamathRifleman</Train>
		<Train column='10' page='0' row='0'>NatLightningWarrior</Train>
		<Train column='11' page='0' row='0'>NatMapucheClubman</Train>
		<Train column='12' page='0' row='0'>NatNavajoRifleman</Train>
		<Train column='13' page='0' row='0'>NatRifleman</Train>
		<Train column='14' page='0' row='0'>NatSharktoothBowman</Train>
		<Train column='15' page='0' row='0'>NatTracker</Train>
		<Train column='5' page='0' row='0'>ypNatSohei</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='856' name='IGCCoveredWagon'>
		<DBID>1262</DBID>
		<DisplayNameID>46761</DisplayNameID>
		<EditorNameID>46762</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='858' name='SPCTent'>
		<DBID>1264</DBID>
		<DisplayNameID>46795</DisplayNameID>
		<EditorNameID>46796</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='859' name='xpAdvancedBalloon'>
		<DBID>1265</DBID>
		<DisplayNameID>46799</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>3.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>30.0000</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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>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>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>handcavalry.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='861' name='xpPetardNitro'>
		<DBID>1268</DBID>
		<DisplayNameID>46905</DisplayNameID>
		<EditorNameID>46906</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='862' name='SPCXPNathanielNative'>
		<DBID>1269</DBID>
		<DisplayNameID>46923</DisplayNameID>
		<EditorNameID>46924</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>TradingPost</Train>
		<Train column='1' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>nathaniel.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>2.500000</Rate>
			<Rate type='TradingPost'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='863' name='IGCXPWashington'>
		<DBID>1270</DBID>
		<DisplayNameID>46926</DisplayNameID>
		<EditorNameID>46927</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>47134</RolloverTextID>
		<ShortRolloverTextID>47133</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPChero.tactics</Tactics>
	</Unit>
	<Unit id='866' name='SPCXPWashington'>
		<DBID>1274</DBID>
		<DisplayNameID>47256</DisplayNameID>
		<EditorNameID>47257</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
		<Tactics>SPCHeroHand.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='867' name='HouseAztec'>
		<DBID>1277</DBID>
		<DisplayNameID>48430</DisplayNameID>
		<EditorNameID>48431</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Tech column='0' page='2' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='868' name='SPCXPRedoubtCannon'>
		<DBID>1278</DBID>
		<DisplayNameID>48457</DisplayNameID>
		<EditorNameID>48458</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>180.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>650.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1350.000000</DamageCap>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='869' name='NatMercHolcanSpearman'>
		<DBID>1279</DBID>
		<DisplayNameID>48461</DisplayNameID>
		<EditorNameID>48462</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='871' name='NatMercRifleman'>
		<DBID>1281</DBID>
		<DisplayNameID>48469</DisplayNameID>
		<EditorNameID>48470</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>26</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='872' name='NatMercTracker'>
		<DBID>1283</DBID>
		<DisplayNameID>48477</DisplayNameID>
		<EditorNameID>48478</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>26</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='873' name='NatMercBlackwoodArcher'>
		<DBID>1284</DBID>
		<DisplayNameID>48481</DisplayNameID>
		<EditorNameID>48482</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
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			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='874' name='NatMercClubman'>
		<DBID>1285</DBID>
		<DisplayNameID>48485</DisplayNameID>
		<EditorNameID>48486</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>42.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.500000</DamageBonus>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>3.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='8' page='0' row='0'>CavalryArcher</Train>
		<Train column='8' page='0' row='0'>Dragoon</Train>
		<Train column='4' page='0' row='0'>Cacadore</Train>
		<Train column='4' page='0' row='0'>Cacadore</Train>
		<Train column='6' page='0' row='0'>Hussar</Train>
		<Train column='1' page='0' row='0'>Janissary</Train>
		<Train column='1' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='5' page='0' row='0'>Crossbowman</Train>
		<Train column='5' page='0' row='0'>Crossbowman</Train>
		<Train column='5' page='0' row='0'>Longbowman</Train>
		<Train column='5' page='0' row='0'>Longbowman</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='12' page='0' row='0'>OrganGun</Train>
		<Train column='7' page='0' row='0'>Lancer</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Grenadier</Train>
		<Train column='3' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>Falconet</Train>
		<Train column='11' page='0' row='0'>Culverin</Train>
		<Train column='4' page='0' row='0'>Skirmisher</Train>
		<Train column='4' page='0' row='0'>Skirmisher</Train>
		<Train column='10' page='0' row='0'>Mortar</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='7' page='0' row='0'>Ruyter</Train>
		<Train column='12' page='0' row='0'>Cannon</Train>
		<Train column='13' page='0' row='0'>GreatBombard</Train>
		<Train column='14' page='0' row='0'>AbusGun</Train>
		<Train column='14' page='0' row='0'>Rocket</Train>
		<Train column='13' page='0' row='0'>Strelet</Train>
		<Train column='14' page='0' row='0'>Cossack</Train>
		<Train column='13' page='0' row='0'>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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='879' name='SPCXPNativeChayton'>
		<DBID>1291</DBID>
		<DisplayNameID>48827</DisplayNameID>
		<EditorNameID>48828</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>chayton.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>2.500000</Rate>
			<Rate type='TradingPost'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HawkeyeAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='880' name='NatMercBlowgunWarrior'>
		<DBID>1293</DBID>
		<DisplayNameID>48952</DisplayNameID>
		<EditorNameID>48953</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Caribs</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Projectile>Blowdart</Projectile>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='881' name='Pilgrim'>
		<DBID>1297</DBID>
		<DisplayNameID>60023</DisplayNameID>
		<EditorNameID>60024</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\villagers\pilgrim.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\pilgrim</Icon>
		<PortraitIcon>patch\plymouth\pilgrims_icon</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>60022</RolloverTextID>
		<ShortRolloverTextID>60021</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Cost resourcetype='Food'>100.0000</Cost>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
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		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
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		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
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		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
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		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
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		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
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		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
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		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Congress</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>NABarn</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Lookout</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Bunker</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='10' page='6' row='0'>WOLTotem</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
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		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
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		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
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		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
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		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
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		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
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		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
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		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='WoolSheep'>1.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='882' name='CrateofTurkey'>
		<DBID>1298</DBID>
		<DisplayNameID>60027</DisplayNameID>
		<EditorNameID>60028</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='883' name='CrateofTurkeyLarge'>
		<DBID>1299</DBID>
		<DisplayNameID>60031</DisplayNameID>
		<EditorNameID>60032</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='884' name='NuggetPumpkinBig'>
		<DBID>1300</DBID>
		<DisplayNameID>60033</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='888' name='CrateofSquashLarge'>
		<DBID>1304</DBID>
		<DisplayNameID>60042</DisplayNameID>
		<EditorNameID>60043</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='889' name='NuggetWheatBundleSmall'>
		<DBID>1305</DBID>
		<DisplayNameID>60044</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>5.0000</Bounty>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='893' name='CrateofWheatBundleLarge'>
		<DBID>1312</DBID>
		<DisplayNameID>60061</DisplayNameID>
		<EditorNameID>60062</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='894' name='ypKensei'>
		<DBID>1314</DBID>
		<DisplayNameID>60076</DisplayNameID>
		<EditorNameID>60077</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>17.0000</Bounty>
		<BuildBounty>17.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>67.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>25.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</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>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>21.0000</Bounty>
		<BuildBounty>21.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<DamageBonus type='AbstractArtillery'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>8.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='896' name='ypYumi'>
		<DBID>1316</DBID>
		<DisplayNameID>60084</DisplayNameID>
		<EditorNameID>60085</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>28.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</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>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='899' name='ypNatSohei'>
		<DBID>1320</DBID>
		<DisplayNameID>60100</DisplayNameID>
		<EditorNameID>60101</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>38.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Patch\japan_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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45.0000</Bounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='2' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='0' page='0' row='0'>ypPetKomodoDragon</Train>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>PetWolf</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypjapanesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SabotageAttack</Name>
			<Damage>1500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</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>18.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYamabushi</Train>
		<Train column='1' page='0' row='0'>ypShinobiHorse</Train>
		<Train column='1' page='0' row='0'>ypShinobiHorse</Train>
		<Train column='3' page='0' row='0'>ypMorutaru</Train>
		<Train column='2' page='0' row='0'>Kanouhou</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>shogun.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageArea>3.000000</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>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<ScoreValue>0.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sowar.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</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>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>33.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>zamburak.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='904' name='ypMahout'>
		<DBID>1327</DBID>
		<DisplayNameID>60128</DisplayNameID>
		<EditorNameID>60129</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>917.0000</InitialHitpoints>
		<MaxHitpoints>917.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>65.0000</Bounty>
		<BuildBounty>65.0000</BuildBounty>
		<Cost resourcetype='Food'>400.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>mahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>130.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='905' name='ypHowdah'>
		<DBID>1328</DBID>
		<DisplayNameID>60132</DisplayNameID>
		<EditorNameID>60133</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>667.0000</InitialHitpoints>
		<MaxHitpoints>667.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>howdah.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>66.000000</DamageCap>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>urumi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>37.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>19.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45.0000</Bounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetCoyote</Train>
		<Train column='2' page='6' row='0'>YPPetTiger</Train>
		<Train column='5' page='6' row='0'>YPPetRhino</Train>
		<Train column='4' page='6' row='0'>YPPetWhiteTiger</Train>
		<Train column='3' page='6' row='0'>ypPetLion</Train>
		<Train column='6' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='WarHut'>1.000000</Rate>
			<Rate type='ArtilleryDepot'>1.000000</Rate>
			<Rate type='Corral'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<HitPercent>10.000000</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<HitPercent>10.000000</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>4.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>sweepDamage</Name>
			<Damage>5.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>chukonu.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='910' name='ypArquebusier'>
		<DBID>1334</DBID>
		<DisplayNameID>60156</DisplayNameID>
		<EditorNameID>60157</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>97.0000</InitialHitpoints>
		<MaxHitpoints>97.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='911' name='ypQiangPikeman'>
		<DBID>1335</DBID>
		<DisplayNameID>60160</DisplayNameID>
		<EditorNameID>60161</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>24.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>95.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</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>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>115.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</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>18.0000</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>292.0000</InitialHitpoints>
		<MaxHitpoints>292.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>240.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<AutoAttackRange>38.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handMortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>34.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Building'>4.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='917' name='ypFlyingCrow'>
		<DBID>1344</DBID>
		<DisplayNameID>60196</DisplayNameID>
		<EditorNameID>60197</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>ypCrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>240.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>flyingcrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>190.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>380.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='918' name='ypMonkChinese'>
		<DBID>1345</DBID>
		<DisplayNameID>60200</DisplayNameID>
		<EditorNameID>60201</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>90.0000</Bounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetJaguar</Train>
		<Train column='0' page='6' row='0'>YPPetPanda</Train>
		<Train column='2' page='6' row='0'>WOLMonkDisciple</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<Tech column='5' page='11' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypchinesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>20.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RoundhouseAttack</Name>
			<Damage>170.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun2</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='919' name='ypRicePaddy'>
		<DBID>1346</DBID>
		<DisplayNameID>60204</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<InitialResource resourcetype='Gold'>0.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
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		<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 column='0' page='1' row='0'>ypWaterConservancy</Tech>
		<Tech column='0' page='1' row='0'>ypIrrigationSystems</Tech>
		<Tech column='0' page='1' row='0'>ypImpLargeScaleAgricultureAsian</Tech>
		<Tech column='1' page='1' row='0'>ypLandRedistribution</Tech>
		<Tech column='0' page='1' row='0'>ypCultivateWasteland</Tech>
		<Tech column='1' page='1' row='0'>ypSharecropping</Tech>
		<Tech column='1' page='1' row='0'>ypCooperative</Tech>
		<Tech column='1' page='1' row='0'>ypImpExcessiveTributeAsian</Tech>
		<Tech column='0' page='1' row='1'>SeedDrill</Tech>
		<Tech column='0' page='1' row='1'>ArtificialFertilizer</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='9'>RicePaddyCoin</Command>
		<Command column='0' page='9'>RicePaddyFood</Command>
		<Tactics>ricepaddy.tactics</Tactics>
		<ProtoAction>
			<Name>ModifyGatherCoin</Name>
			<Rate type='Gold'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ModifyGatherFood</Name>
			<Rate type='Food'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='920' name='ypMonastery'>
		<DBID>1347</DBID>
		<DisplayNameID>60207</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>225.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<UnitType>Resource</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<Train column='0' page='0' row='0'>Priest</Train>
		<Tech column='2' page='0' row='2'>RELIGIONfaith01</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith02</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith03</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith04</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest01</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest02</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest03</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest04</Tech>

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		<Train column='1' page='0' row='0'>WOLSaloonOutlawPoacher</Train>
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		<Train column='4' page='0' row='0'>ypRepentantOutlawRider</Train>
		<Train column='5' page='0' row='0'>ypRepentantOutlawRifleman</Train>
		<Train column='5' page='0' row='0'>ypRepentantThuggee</Train>
		<Train column='6' page='0' row='0'>ypRepentantPirate</Train>
		<Train column='7' page='0' row='0'>ypRepentantSmuggler</Train>
		<Train column='8' page='0' row='0'>ypRepentantWanderingHorseman</Train>
		<Train column='8' page='0' row='0'>ypRepentantDacoit</Train>
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		<Train column='32' page='0' row='0'>WOLRepentantJagunco</Train>
		<Train column='33' page='0' row='0'>WOLRepentantRoshior</Train>
		<Train column='34' page='0' row='0'>WOLRepentantCherryGun</Train>
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		<Train column='36' page='0' row='0'>WOLRepentantBlueGuard</Train>
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		<Train column='39' page='0' row='0'>WOLRepentantUskok</Train>
		<Train column='40' page='0' row='0'>WOLRepentantLanceiroNegro</Train>

		<Tech column='0' page='1' row='0'>RELIGIONatheism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshinto</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONtaoism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONbuddhism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONhinduism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONislam</Tech>

		<Tech column='0' page='1' row='0'>RELIGIONIslam01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONIslam02</Tech>
		<Tech column='2' page='1' row='2'>RELIGIONIslam03</Tech>
		<Tech column='3' page='1' row='2'>RELIGIONIslam04</Tech>
		<Tech column='4' page='1' row='4'>RELIGIONIslam05</Tech>
		<Tech column='5' page='1' row='5'>RELIGIONIslam06</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONbuddhism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONbuddhism02</Tech>
		<Tech column='2' page='1' row='2'>RELIGIONbuddhism03</Tech>
		<Tech column='3' page='1' row='3'>RELIGIONbuddhism04</Tech>
		<Tech column='4' page='1' row='4'>RELIGIONbuddhism05</Tech>
		<Tech column='5' page='1' row='5'>RELIGIONbuddhism06</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONshinto01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONshinto02</Tech>
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		<Tech column='4' page='1' row='4'>RELIGIONshinto05</Tech>
		<Tech column='5' page='1' row='5'>RELIGIONshinto06</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONhinduism01</Tech>
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		<Tech column='0' page='1' row='0'>RELIGIONtaoism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONtaoism02</Tech>
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		<Tech column='4' page='1' row='4'>RELIGIONtaoism05</Tech>
		<Tech column='5' page='1' row='5'>RELIGIONtaoism06</Tech>

		<!-- Tech column='8' page='2' row='0'>HwarangSegi</Tech>
		<Tech column='10' page='2' row='0'>FlowerKnights</Tech>
		<Tech column='7' page='2' row='0'>GaboReforms</Tech>
		<Tech column='9' page='2' row='0'>Aromatherapy</Tech>
		<Tech column='8' page='2' row='0'>ypMonasteryJapaneseCombat</Tech>
		<Tech column='10' page='2' row='0'>ypMonasteryCriticalUpgrade</Tech>
		<Tech column='7' page='2' row='0'>ypMonasteryJapaneseHealing</Tech>
		<Tech column='9' page='2' row='0'>ypMonasteryIndianSpeed</Tech>
		<Tech column='10' page='2' row='0'>ypMonasteryStompUpgrade</Tech>
		<Tech column='9' page='2' row='0'>ypMonasteryAttackSpeed</Tech>
		<Tech column='7' page='2' row='0'>ypMonasteryDiscipleAura</Tech>
		<Tech column='8' page='2' row='0'>ypMonasteryImprovedHealing</Tech>
		<Tech column='9' page='2' row='0'>ypMonasteryKillingBlowUpgrade</Tech>
		<Tech column='7' page='2' row='0'>ypMonasteryPetAura</Tech>
		<Tech column='10' page='2' row='0'>ypMonasteryRangedSplash</Tech>
		<Tech column='8' page='2' row='0'>ypMonasteryShaolinWarrior</Tech>
		<Tech column='11' page='2' row='0'>ypMonasteryCompunction</Tech -->
		<Tech column='15' page='2' row='0'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech column='13' page='2' row='0'>UniqueSPCPatriots</Tech>
		<Tech column='14' page='2' row='0'>UniqueSPCGrandEncampment</Tech>
		<Tech column='13' page='2' row='0'>UniqueSPCCorsolet</Tech>
		<Tech column='15' page='2' row='0'>UniqueSPCHighCrusade</Tech>
		<Tech column='13' page='2' row='0'>UniqueSPCIndianFriendship</Tech>
		<Tech column='14' page='2' row='0'>UniqueSPCTaxBurden</Tech>
		<Tech column='15' page='2' row='0'>ImpLegendaryNatives</Tech>

		<!-- Tech column='1' page='2' row='0'>ypMonasteryJapaneseCombat</Tech>
		<Tech column='3' page='2' row='0'>ypMonasteryCriticalUpgrade</Tech>
		<Tech column='0' page='2' row='0'>ypMonasteryJapaneseHealing</Tech>
		<Tech column='2' page='2' row='0'>ypMonasteryIndianSpeed</Tech>
		<Tech column='3' page='2' row='0'>ypMonasteryStompUpgrade</Tech>
		<Tech column='2' page='2' row='0'>ypMonasteryAttackSpeed</Tech>
		<Tech column='0' page='2' row='0'>ypMonasteryDiscipleAura</Tech>
		<Tech column='1' page='2' row='0'>ypMonasteryImprovedHealing</Tech>
		<Tech column='2' page='2' row='0'>ypMonasteryKillingBlowUpgrade</Tech>
		<Tech column='0' page='2' row='0'>ypMonasteryPetAura</Tech>
		<Tech column='3' page='2' row='0'>ypMonasteryRangedSplash</Tech>
		<Tech column='1' page='2' row='0'>ypMonasteryShaolinWarrior</Tech>
		<Tech column='4' page='2' row='0'>ypMonasteryCompunction</Tech -->
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		<Tech column='4' page='1' row='0'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='0'>ChurchSpacer03</Tech>
		<Tech column='2' page='1' row='0'>ChurchSpacer04</Tech>
		<Tech column='1' page='0' row='0'>ChurchSpacerPriest</Tech -->
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		<Flag>FlattenGround</Flag>
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		<Flag>Tracked</Flag>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>church.tactics</Tactics>
		<!-- ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction -->
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>PianoXPTrickle</Name>
			<Rate type='XP'>1.50000</Rate>
		</ProtoAction>
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	<Unit id='921' name='ypCaravanserai'>
		<DBID>1348</DBID>
		<DisplayNameID>60210</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>
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		<ShortRolloverTextID>60208</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
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		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
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		<Tech column='0' page='1' row='0'>ImpLegendaryAxeRiders</Tech>
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		<Tech column='2' page='1' row='0'>ChampionRifleRiders</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredHowdah</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedHowdah</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedMahout</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='922' name='ypConsulate'>
		<DBID>1349</DBID>
		<DisplayNameID>60213</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Tech column='0' page='0' row='0'>WOTTApostoffice01</Tech>
		<Tech column='1' page='0' row='1'>WOTTApostoffice02</Tech>
		<Tech column='2' page='0' row='2'>WOTTApostoffice03</Tech>
		<Tech column='3' page='0' row='3'>WOTTApostoffice04</Tech>
		<Tech column='4' page='0' row='4'>WOTTApostoffice05</Tech>

		<Train column='3' page='19' row='0'>ypConsulateArmySPCPortuguese3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySPCPortuguese2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySPCPortuguese1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmySPCDutch3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySPCDutch2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySPCDutch1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmySpanish3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySpanish2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySpanish1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyRussian3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyRussian2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyRussian1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyPortuguese3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyPortuguese2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyPortuguese1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyOttoman3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyOttoman2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyOttoman1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyGerman3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyGerman2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyGerman1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyFrench3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyFrench2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyFrench1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyDutch3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyDutch2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyDutch1</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmyBritish3</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmyBritish2</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmyBritish1</Train>
		<Train column='3' page='19' row='0'>ypConsulateRonin</Train>
		<Train column='2' page='19' row='0'>ypConsulateNinja</Train>
		<Train column='0' page='19' row='0'>ypConsulateYamabushi</Train>
		<Train column='1' page='19' row='0'>ypConsulateShinobi</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySPCChinese1</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySPCChinese2</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmySPCChinese3</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySPCIndian1</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySPCIndian2</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmySPCIndian3</Train>
		<Train column='1' page='19' row='0'>ypConsulateArmySPCJapanese1</Train>
		<Train column='2' page='19' row='0'>ypConsulateArmySPCJapanese2</Train>
		<Train column='3' page='19' row='0'>ypConsulateArmySPCJapanese3</Train>
		
		<Train column='3' page='19' row='0'>ConsulateArmyUSA3</Train>
		<Train column='2' page='19' row='0'>ConsulateArmyUSA2</Train>
		<Train column='1' page='19' row='0'>ConsulateArmyUSA1</Train>
		
		<Tech column='2' page='20' row='0'>ypBigSequesterGermans</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateOttomansInfantrySpeed</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterOttomans</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterPortuguese</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateGermansCoinTrickle</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateGermansWoodTrickle</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSPCDutch</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateOttomansGunpowderSiege</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequester</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterBritish</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterDutch</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSpanish</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateGermansFoodTrickle</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateFrenchBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateOttomansBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateDutchBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateBritishBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateGermansBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulatePortugueseBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateSpanishBrigade</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateDutchSaloonWagon</Tech>
		<Tech column='2' page='21' row='0'>ypConsulatePortugueseExpeditionaryFleet</Tech>
		<Tech column='1' page='21' row='0'>ypConsulatePortugueseExplorationFleet</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateRussianFortWagon</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateOttomansSettlerCombat</Tech>
		<Tech column='0' page='21' row='0'>ypConsulatePortugueseFishingFleet</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateSpanishEnhancedProfits</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSPCIndia</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateSpanishFasterShipments</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateSpanishMercantilism</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateDutchArsenalWagon</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateRussianFactoryWagon</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateRussianOutpostWagon</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateFrenchWoodCrates</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateBritishRogersRangers</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateBritishRedcoats</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateBritishLifeGuards</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateFrenchFoodCrates</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateFrenchCoinCrates</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateDutchChurchWagon</Tech>
		<Tech column='0' page='18' row='0'>ypPickConsulateTech</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSPCJapan</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSPCChina</Tech>
		<Tech column='0' page='21' row='0'>ypConsulateJapaneseMilitaryRickshaw</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterJapanese</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterFrench</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterRussians</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequesterSPCPortuguese</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateRussianBrigade</Tech>
		<Tech column='1' page='21' row='0'>ypConsulateJapaneseMasterTraining</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateJapaneseMeijiRestoration</Tech>
		<Tech column='2' page='21' row='0'>ypConsulateJapaneseKoujou</Tech>
		
		<Tech column='2' page='21' row='0'>BigSequesterUSA</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateUSABrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateJapaneseBrigade</Tech>
		<Tech column='3' page='21' row='0'>ypConsulateChineseBrigade</Tech>
		<Tech column='2' page='21' row='0'>ConfederateCap</Tech>
		<Tech column='1' page='21' row='0'>CavalryPistol</Tech>
		<Tech column='0' page='21' row='0'>AdaptedSaddle</Tech>
		<Tech column='2' page='21' row='0'>ConFlintlock</Tech>
		<Tech column='1' page='21' row='0'>ConPaperCartridge</Tech>
		<Tech column='0' page='21' row='0'>WayoftheBow</Tech>
		<Tech column='2' page='21' row='0'>ConsulateCoveredwagon</Tech>
		<Tech column='1' page='21' row='0'>Consulatedockwagon</Tech>
		<Tech column='0' page='21' row='0'>Consulatetradepostwagon</Tech>
		<!-- ANGLO CONGRESS, PARTIES -->
		<Tech column='2' page='20' row='0'>WOLBigSequesterCongressNewEngland</Tech>
		<!-- ANGLO CONGRESS, ARMIES -->
		<Train column='0' page='19' row='0'>NAunionarmy01</Train>
		<Train column='0' page='19' row='1'>NAunionarmy02</Train>
		<Train column='0' page='19' row='2'>NAunionarmy03</Train>
		<Train column='0' page='19' row='3'>NAunionarmy04</Train>
		<Train column='0' page='19' row='0'>NAconfederatearmy01</Train>
		<Train column='0' page='19' row='1'>NAconfederatearmy02</Train>
		<Train column='0' page='19' row='2'>NAconfederatearmy03</Train>
		<Train column='0' page='19' row='3'>NAconfederatearmy04</Train>
		<Train column='0' page='19' row='0'>NAbritisharmy01</Train>
		<Train column='0' page='19' row='1'>NAbritisharmy02</Train>
		<Train column='0' page='19' row='2'>NAbritisharmy03</Train>
		<Train column='0' page='19' row='3'>NAbritisharmy04</Train>
		<Train column='0' page='19' row='0'>NAfrencharmy01</Train>
		<Train column='0' page='19' row='1'>NAfrencharmy02</Train>
		<Train column='0' page='19' row='2'>NAfrencharmy03</Train>
		<Train column='0' page='19' row='3'>NAfrencharmy04</Train>
		<Train column='0' page='19' row='0'>WOLNAColonialArmy01</Train>
		<Train column='0' page='19' row='1'>WOLNAColonialArmy02</Train>
		<Train column='0' page='19' row='2'>WOLNAColonialArmy03</Train>
		<Train column='0' page='19' row='3'>WOLNAColonialArmy04</Train>
		<Train column='0' page='19' row='0'>WOLNAIndigenousArmy01</Train>
		<Train column='0' page='19' row='1'>WOLNAIndigenousArmy02</Train>
		<Train column='0' page='19' row='2'>WOLNAIndigenousArmy03</Train>
		<Train column='0' page='19' row='3'>WOLNAIndigenousArmy04</Train>
		<!-- ANGLO CONGRESS, DECISIONS -->
		<Tech row='0' page='2' column='0'>colonializeUSAyes</Tech>
		<Tech row='0' page='2' column='0'>colonializeCSAyes</Tech>
		<Tech row='0' page='22' column='0'>colonializeFRENCH2yes</Tech>
		<Tech row='0' page='22' column='0'>colonializeBRITISH2yes</Tech>
		<Tech row='0' page='2' column='1'>fortressizeUSAyes</Tech>
		<Tech row='0' page='2' column='1'>fortressizeCSAyes</Tech>
		<Tech row='1' page='22' column='1'>fortressizeFRENCH2yes</Tech>
		<Tech row='1' page='22' column='1'>fortressizeBRITISH2yes</Tech>
		<Tech row='0' page='2' column='2'>industrializeUSAyes</Tech>
		<Tech row='0' page='2' column='2'>industrializeCSAyes</Tech>
		<Tech row='2' page='22' column='2'>industrializeFRENCH2yes</Tech>
		<Tech row='2' page='22' column='2'>industrializeBRITISH2yes</Tech>
		<Tech row='0' page='2' column='3'>imperializeUSAyes</Tech>
		<Tech row='0' page='2' column='3'>imperializeCSAyes</Tech>
		<Tech row='3' page='22' column='3'>imperializeFRENCH2yes</Tech>
		<Tech row='3' page='22' column='3'>imperializeBRITISH2yes</Tech>
		<Tech row='0' page='3' column='0'>colonializeUSAno</Tech>
		<Tech row='0' page='3' column='0'>colonializeCSAno</Tech>
		<Tech row='1' page='23' column='0'>colonializeFRENCH2no</Tech>
		<Tech row='1' page='23' column='0'>colonializeBRITISH2no</Tech>
		<Tech row='0' page='3' column='1'>fortressizeUSAno</Tech>
		<Tech row='0' page='3' column='1'>fortressizeCSAno</Tech>
		<Tech row='1' page='23' column='1'>fortressizeFRENCH2no</Tech>
		<Tech row='1' page='23' column='1'>fortressizeBRITISH2no</Tech>
		<Tech row='0' page='3' column='2'>industrializeUSAno</Tech>
		<Tech row='0' page='3' column='2'>industrializeCSAno</Tech>
		<Tech row='2' page='23' column='2'>industrializeFRENCH2no</Tech>
		<Tech row='2' page='23' column='2'>industrializeBRITISH2no</Tech>
		<Tech row='0' page='3' column='3'>imperializeUSAno</Tech>
		<Tech row='0' page='3' column='3'>imperializeCSAno</Tech>
		<Tech row='3' page='23' column='3'>imperializeFRENCH2no</Tech>
		<Tech row='3' page='23' column='3'>imperializeBRITISH2no</Tech>
		<Tech row='0' page='21' column='2'>SequesterCONGRESSfrench</Tech>		
		<Tech row='0' page='21' column='2'>SequesterCONGRESSbritish</Tech>
		<Tech row='0' page='21' column='2'>SequesterCONGRESScsa</Tech>		
		<Tech row='0' page='21' column='2'>SequesterCONGRESSunion</Tech>
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		<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>HasGatherPoint</Flag>
		<Flag>EnterHotkeyContext</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='9'>TacticTax0</Command>
		<Command column='2' page='9'>TacticTax10</Command>
		<Command column='1' page='9'>TacticTax5</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>consulate.tactics</Tactics>
	</Unit>
	<Unit id='923' name='ypStableJapanese'>
		<DBID>1350</DBID>
		<DisplayNameID>60216</DisplayNameID>
		<EditorNameID>60217</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>ypNaginataRider</Train>
		<Train column='0' page='0' row='0'>GuntoRider</Train>
		<Train column='1' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypMercYojimbo</Train>
		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Train column='0' page='0' row='0'>HwalArcher</Train>
		<Train column='1' page='0' row='0'>koreanwarwagon</Train>
		<Tech column='1' page='1' row='0'>YPExaltedkoreanwarwagon</Tech>
		<Tech column='0' page='1' row='0'>DisciplinedHwalArcher</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedHwalArcher</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredHwalArcher</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredkoreanwarwagon</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedYabusame</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedNaginataRider</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedNaginataRider</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredNaginataRider</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredYabusame</Tech>

		<Tech column='0' page='1' row='0'>HonoredGuntoRider</Tech>
		<Tech column='0' page='1' row='0'>ExaltedGuntoRider</Tech>
		<Tech column='0' page='1' row='0'>DisciplinedGuntoRider</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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='3' page='10'>Delete</Command>
	</Unit>
	<Unit id='924' name='ypSacredField'>
		<DBID>1351</DBID>
		<DisplayNameID>60220</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>125.0000</Bounty>
		<BuildBounty>63.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<CarryCapacity resourcetype='XP'>100.0000</CarryCapacity>
		<InitialResource resourcetype='XP'>999.0000</InitialResource>
		<ResourceSubType>XP</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>

		<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>
		<Train column='0' page='0' row='0'>ypSacredCow</Train>
		<Tech column='5' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='0' page='1' row='0'>ypLivestockHoliness</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>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Tactics>sacredfield.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>8.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='925' name='ypVillage'>
		<DBID>1353</DBID>
		<DisplayNameID>60227</DisplayNameID>
		<EditorNameID>60228</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>5</GathererLimit>
		<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 column='0' page='0' row='0'>WOLYung</Train>
		<Train column='1' page='0' row='0'>ypGoat</Train>
		<Tech column='0' page='1' row='0'>ypVillagePopCapIncrease</Tech>
		<Tech column='0' page='1' row='0'>ypVillagePopCapIncrease2</Tech>
		<Tech column='0' page='1' row='0'>ypVillagePopCapIncrease3</Tech>
		<Tech column='0' page='1' row='0'>ypVillagePopCapIncrease4</Tech>
		<Tech column='1' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='0' page='22' row='0'>ypMonasteryDiscipleAura</Tech>
		<Tech column='1' page='22' row='0'>ypMonasteryShaolinWarrior</Tech>
		<Tech column='2' page='22' row='0'>ypMonasteryAttackSpeed</Tech>
		<Tech column='3' page='22' row='0'>ypMonasteryCriticalUpgrade</Tech>
		<Tech column='4' page='22' row='0'>ypMonasteryCompunction</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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='4' page='0'>ypIrregulars</Command>
		<Command column='3' page='0'>ypPeasants</Command>
		<Tactics>village.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='926' name='ypWarAcademy'>
		<DBID>1354</DBID>
		<DisplayNameID>60231</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>ypOldHanArmy</Train>
		<Train column='1' page='0' row='0'>ypStandardArmy</Train>
		<Train column='2' page='0' row='0'>ypMingArmy</Train>
		<Train column='3' page='0' row='0'>ypTerritorialArmy</Train>
		<Train column='4' page='0' row='0'>ypForbiddenArmy</Train>
		<Train column='5' page='0' row='0'>ypImperialArmy</Train>
		<Tech column='0' page='2' row='0'>YPDisciplinedChuKoNu</Tech>
		<Tech column='0' page='2' row='0'>YPHonoredChuKoNu</Tech>
		<Tech column='0' page='2' row='0'>YPExaltedChuKoNu</Tech>
		<Tech column='1' page='2' row='0'>WOLDisciplinedTigermen</Tech>
		<Tech column='1' page='2' row='0'>WOLHonoredTigermen</Tech>
		<Tech column='1' page='2' row='0'>WOLExaltedTigermen</Tech>
		<Tech column='2' page='2' row='0'>WOLHonoredXiangus</Tech>
		<Tech column='2' page='2' row='0'>WOLExaltedXiangus</Tech>
		<Tech column='3' page='2' row='0'>WOLHonoredBannerCavalry</Tech>
		<Tech column='3' page='2' row='0'>WOLExaltedBannerCavalry</Tech>
		<Tech column='0' page='22' row='0'>WOLDisciplinedNienRiders</Tech>
		<Tech column='0' page='22' row='0'>WOLHonoredNienRiders</Tech>
		<Tech column='0' page='22' row='0'>WOLExaltedNienRiders</Tech>
		<Tech column='1' page='22' row='0'>WOLDisciplinedManchus</Tech>
		<Tech column='1' page='22' row='0'>WOLHonoredManchus</Tech>
		<Tech column='1' page='22' row='0'>WOLExaltedManchus</Tech>
		<Tech column='2' page='22' row='0'>WOLHonoredBoxers</Tech>
		<Tech column='2' page='22' row='0'>WOLExaltedBoxers</Tech>
		<Tech column='3' page='22' row='0'>YPHonoredMeteorHammer</Tech>
		<Tech column='3' page='22' row='0'>YPExaltedMeteorHammer</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='3' page='10'>Delete</Command>
	</Unit>
	<Unit id='927' name='ypBarracksJapanese'>
		<DBID>1356</DBID>
		<DisplayNameID>60237</DisplayNameID>
		<EditorNameID>62920</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='0' row='0'>Pikeman</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Shaguma</Train>
		<Train column='4' page='0' row='0'>Janissary</Train>
		<Train column='5' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Skirmisher</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='2' page='0' row='0'>Boneguard</Train>
		<Train column='2' page='0' row='0'>BoneguardAge2</Train>
		<Train column='0' page='0' row='0'>ypYumi</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='5' page='0' row='0'>MercRonin</Train>
		<Train column='1' page='0' row='0'>Dangpaspearman</Train>
		<Train column='2' page='0' row='0'>catapultnoh</Train>
		<Train column='0' page='0' row='0'>PieonjeongArcher</Train>
		<Train column='4' page='0' row='0'>Shinkishon</Train>
		<Tech column='1' page='1' row='0'>DisciplinedDangpaspearman</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredDangpaspearman</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedDangpaspearman</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedPieonjeongArcher</Tech>
		<Tech column='0' page='1' row='0'>yphonoredPieonjeongArcher</Tech>
		<Tech column='0' page='1' row='0'>disciplinedPieonjeongArcher</Tech>
		<Tech column='4' page='1' row='0'>YPHonoredShinkishon</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredcatapultnoh</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedcatapultnoh</Tech>
		<Tech column='2' page='1' row='0'>Disciplinedcatapultnoh</Tech>
		<Tech column='4' page='1' row='0'>YPexaltedShinkishon</Tech>
		<Tech column='2' page='1' row='0'>YPDisciplinedSamurai</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredSamurai</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedSamurai</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedYumi</Tech>
		<Tech column='2' page='1' row='0'>ImperialEspada</Tech>
		<Tech column='4' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='5' page='1' row='0'>ImperialNeedleGun</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='0' page='1' row='0'>VeteranCrossbowmen</Tech>
		<Tech column='2' page='1' row='0'>RGNassausLinearTactics</Tech>
		<Tech column='5' page='1' row='0'>GuardCacadores</Tech>
		<Tech column='5' page='1' row='0'>RGVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='2' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='0' page='1' row='0'>ImperialLongbowmen</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishers</Tech>
		<Tech column='5' page='1' row='0'>ImperialVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>ImperialTercio</Tech>
		<Tech column='5' page='1' row='0'>ImperialCacadores</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='2' page='1' row='0'>VeteranRodeleros</Tech>
		<Tech column='2' page='1' row='0'>VeteranDopplesoldners</Tech>
		<Tech column='0' page='1' row='0'>GuardLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='4' page='1' row='0'>RGRedcoats</Tech>
		<Tech column='2' page='1' row='0'>GuardRodeleros</Tech>
		<Tech column='1' page='1' row='0'>RGTercio</Tech>
		<Tech column='4' page='1' row='0'>RGGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>ImperialDopplesoldner</Tech>
		<Tech column='2' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>ImperialJanissaries</Tech>
		<Tech column='4' page='1' row='0'>VeteranJanissaries</Tech>
		<Tech column='4' page='1' row='0'>ImperialGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>GuardDopplesoldners</Tech>
		<Tech column='5' page='1' row='0'>RGPrussianNeedleGun</Tech>
		<Tech column='0' page='1' row='0'>VeteranLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardJanissaries</Tech>
		<Tech column='2' page='1' row='0'>RGEspadachins</Tech>
		<Tech column='2' page='1' row='0'>ImperialNassauers</Tech>
		<Tech column='4' page='1' row='0'>ImperialRedcoat</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredYumi</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredAshigaru</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedAshigaru</Tech>
		<Tech column='1' page='1' row='0'>YPDisciplinedAshigaru</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedYumi</Tech>

		<Tech column='1' page='1' row='0'>HonoredShaguma</Tech>
		<Tech column='1' page='1' row='0'>ExaltedShaguma</Tech>
		<Tech column='1' page='1' row='0'>DisciplinedShaguma</Tech>

		<Tech column='0' page='1' row='0'>HonoredKihei</Tech>
		<Tech column='0' page='1' row='0'>ExaltedKihei</Tech>
		<Tech column='0' page='1' row='0'>DisciplinedKihei</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>

		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train row='0'>Outpost</Train>
		<Train row='0'>ypspcjapaneseoutpost</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='FirePit'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
			<Rate type='AbstractWonder'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='929' name='ypHouseIndian'>
		<DBID>1360</DBID>
		<DisplayNameID>60276</DisplayNameID>
		<EditorNameID>60277</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='0' page='1' row='0'>ypMonasteryPetAura</Tech>
		<Tech column='1' page='1' row='0'>ypMonasteryImprovedHealing</Tech>
		<Tech column='2' page='1' row='0'>ypMonasteryIndianSpeed</Tech>
		<Tech column='3' page='1' row='0'>ypMonasteryStompUpgrade</Tech>
		<Tech column='4' page='1' row='0'>ypMonasteryCompunction</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 column='0' page='10'>Delete</Command>
		<Tactics>house.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>5.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='930' name='ypFlameThrower'>
		<DBID>1374</DBID>
		<DisplayNameID>60333</DisplayNameID>
		<EditorNameID>60334</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.2500</MaxVelocity>
		<MaxRunVelocity>6.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>34.0000</Bounty>
		<BuildBounty>34.0000</BuildBounty>
		<Cost resourcetype='Wood'>170.0000</Cost>
		<Cost resourcetype='Gold'>170.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.6500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>flamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>0.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>6.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>4.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='0' row='0'>Pikeman</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Musketeer</Train>
		<Train column='4' page='0' row='0'>Janissary</Train>
		<Train column='5' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Skirmisher</Train>
		<Train column='2' page='0' row='0'>Boneguard</Train>
		<Train column='2' page='0' row='0'>BoneguardAge2</Train>
		<Train column='1' page='0' row='0'>ypUrumi</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='1' page='0' row='0'>ypSepoy</Train>
		<Train column='2' page='0' row='0'>ypNatMercGurkha</Train>
		<Tech column='0' page='1' row='0'>YPDisciplinedRajput</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredRajput</Tech>
		<Tech column='2' page='1' row='0'>ImperialEspada</Tech>
		<Tech column='4' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedSepoy</Tech>
		<Tech column='0' page='1' row='0'>VeteranLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardJanissaries</Tech>
		<Tech column='2' page='1' row='0'>RGEspadachins</Tech>
		<Tech column='2' page='1' row='0'>ImperialNassauers</Tech>
		<Tech column='4' page='1' row='0'>ImperialRedcoat</Tech>
		<Tech column='5' page='1' row='0'>ImperialNeedleGun</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='0' page='1' row='0'>VeteranCrossbowmen</Tech>
		<Tech column='2' page='1' row='0'>RGNassausLinearTactics</Tech>
		<Tech column='5' page='1' row='0'>GuardCacadores</Tech>
		<Tech column='5' page='1' row='0'>RGVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='2' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>VeteranJanissaries</Tech>
		<Tech column='2' page='1' row='0'>VeteranRodeleros</Tech>
		<Tech column='2' page='1' row='0'>VeteranDopplesoldners</Tech>
		<Tech column='0' page='1' row='0'>GuardLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='4' page='1' row='0'>RGRedcoats</Tech>
		<Tech column='2' page='1' row='0'>GuardRodeleros</Tech>
		<Tech column='1' page='1' row='0'>RGTercio</Tech>
		<Tech column='2' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>ImperialJanissaries</Tech>
		<Tech column='0' page='1' row='0'>ImperialLongbowmen</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishers</Tech>
		<Tech column='5' page='1' row='0'>ImperialVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>ImperialTercio</Tech>
		<Tech column='5' page='1' row='0'>ImperialCacadores</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='4' page='1' row='0'>RGGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>ImperialDopplesoldner</Tech>
		<Tech column='4' page='1' row='0'>ImperialGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>GuardDopplesoldners</Tech>
		<Tech column='5' page='1' row='0'>RGPrussianNeedleGun</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedGurkha</Tech>
		<Tech column='2' page='1' row='0'>YPDisciplinedGurkha</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredGurkha</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedRajput</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredSepoy</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='932' name='YPDockAsian'>
		<DBID>1379</DBID>
		<DisplayNameID>60380</DisplayNameID>
		<EditorNameID>60381</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='6' page='0' row='0'>PetOrca</Train>
		<Train column='6' page='0' row='0'>ypMarathanCatamaran</Train>
		<Train column='6' page='0' row='0'>ypWokouJunk</Train>
		<Train column='0' page='0' row='0'>FishingBoat</Train>
		<Train column='1' page='0' row='0'>Caravel</Train>
		<Train column='2' page='0' row='0'>Galleon</Train>
		<Train column='3' page='0' row='0'>Frigate</Train>
		<Train column='4' page='0' row='0'>Monitor</Train>
		<Train column='5' page='0' row='0'>SPCFireship</Train>
		<Train column='2' page='0' row='0'>Fluyt</Train>
		<Train column='6' page='0' row='0'>Canoe</Train>
		<Train column='6' page='0' row='0'>NATNao</Train>
		<Train column='5' page='0' row='0'>wottadreadnought</Train>
		<Train column='7' page='0' row='0'>xpWarCanoe</Train>
		<Train column='8' page='0' row='0'>xpTlalocCanoe</Train>
		<Train column='2' page='0' row='0'>ypWarJunk</Train>
		<Train column='1' page='0' row='0'>Galley</Train>
		<Train column='1' page='0' row='0'>ypFireship</Train>
		<Train column='3' page='0' row='0'>ypFuchuan</Train>
		<Train column='1' page='0' row='0'>ypFune</Train>
		<Train column='2' page='0' row='0'>ypAtakabune</Train>
		<Train column='3' page='0' row='0'>ypTekkousen</Train>
		<Train column='0' page='0' row='0'>ypFishingBoatAsian</Train>
		<Train column='0' page='0' row='0'>Fishingfleet</Train>
		<Train column='1' page='0' row='0'>Coastalfleet</Train>
		<Train column='1' page='0' row='0'>combatfleet</Train>
		<Train column='2' page='0' row='0'>demolitionfleet</Train>
		<Train column='2' page='0' row='0'>siegefleet</Train>
		<Train column='3' page='0' row='0'>imperialfleet</Train>
		<Train column='5' page='0' row='0'>Joukisen</Train>
		<Tech column='3' page='1' row='0'>YPExaltedTekkousen</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedFuchuan</Tech>
		<Tech column='3' page='1' row='0'>ypImperialManOWar</Tech>
		<Tech column='4' page='1' row='0'>ypImperialMonitors</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitors</Tech>
		<Tech column='0' page='1' row='0'>GillNets</Tech>
		<Tech column='0' page='1' row='0'>LongLines</Tech>
		<Tech column='0' page='2' row='0'>BigDockFlamingArrows</Tech>
		<Tech column='0' page='2' row='0'>BigDockRawhideCovers</Tech>
		<Tech column='0' page='2' row='0'>BigDockFish</Tech>
		<Tech column='0' page='2' row='0'>BigDockDalca</Tech>
		<Tech column='0' page='2' row='0'>BigDockCipactli</Tech>
		<Tech column='1' page='1' row='0'>ArmorPlating</Tech>
		<Tech column='2' page='1' row='0'>Carronade</Tech>
		<Tech column='2' page='1' row='0'>PercussionLocks</Tech>
		<Tech column='5' page='1' row='0'>ShipHowitzers</Tech>
		<Train column='5' page='0' row='0'>PirateShip</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>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 column='3' page='10'>Delete</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='Ship'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='933' name='YPLivestockPenAsian'>
		<DBID>1380</DBID>
		<DisplayNameID>60384</DisplayNameID>
		<EditorNameID>60385</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\village\village.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<PopulationCapAddition>5</PopulationCapAddition>
		<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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>

		<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 column='0' page='0' row='0'>ypGoat</Train>
		<Train column='0' page='0' row='0'>Sheep</Train>
		<Tech column='5' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id='934' name='YPOutpostAsian'>
		<DBID>1382</DBID>
		<DisplayNameID>60392</DisplayNameID>
		<EditorNameID>60393</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>TownCenter</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypVillage'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='937' name='ypWokou'>
		<DBID>1385</DBID>
		<DisplayNameID>60536</DisplayNameID>
		<EditorNameID>60537</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>26.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='938' name='YPPetTiger'>
		<DBID>1388</DBID>
		<DisplayNameID>60749</DisplayNameID>
		<EditorNameID>60750</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>135.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='940' name='ypMercIronTroop'>
		<DBID>1391</DBID>
		<DisplayNameID>60771</DisplayNameID>
		<EditorNameID>60772</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='941' name='ypMercFlailiphant'>
		<DBID>1392</DBID>
		<DisplayNameID>60775</DisplayNameID>
		<EditorNameID>60776</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>43.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>flailElephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>130.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>28.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>28.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='942' name='ypNatRattanShield'>
		<DBID>1395</DBID>
		<DisplayNameID>60787</DisplayNameID>
		<EditorNameID>60788</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Shaolin</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>185.0000</InitialHitpoints>
		<MaxHitpoints>185.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>23.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='943' name='ypYamabushi'>
		<DBID>1396</DBID>
		<DisplayNameID>60791</DisplayNameID>
		<EditorNameID>60792</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>45.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>18</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>18.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</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>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='946' name='ypSepoy'>
		<DBID>1400</DBID>
		<DisplayNameID>60807</DisplayNameID>
		<EditorNameID>60808</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='947' name='ypNatChakram'>
		<DBID>1401</DBID>
		<DisplayNameID>60811</DisplayNameID>
		<EditorNameID>60812</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Udasi</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>ypChakram</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>chakram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='948' name='ypNatWarElephant'>
		<DBID>1402</DBID>
		<DisplayNameID>60815</DisplayNameID>
		<EditorNameID>60816</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Sufi</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>425.0000</InitialHitpoints>
		<MaxHitpoints>425.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>warelephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>72.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>yojimbo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='950' name='ypPetKomodoDragon'>
		<DBID>1409</DBID>
		<DisplayNameID>60863</DisplayNameID>
		<EditorNameID>60864</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='6' row='0'>Mill</Train>
		<Train column='0' page='6' row='0'>Farm</Train>
		<Train column='1' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypRicePaddy'>1.000000</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>4.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='4' page='0' row='0'>Crossbowman</Train>
		<Train column='4' page='0' row='0'>Crossbowman</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='0' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Musketeer</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='2' page='0' row='0'>Shaguma</Train>
		<Train column='3' page='0' row='0'>ypKensei</Train>
		<Train column='4' page='0' row='0'>GuntoRider</Train>
		<Train column='5' page='0' row='0'>ypYabusame</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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fireship.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageCap>1500.000000</DamageCap>
			<DamageBonus type='Building'>2.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='955' name='ypSocketJesuit'>
		<DBID>1423</DBID>
		<DisplayNameID>61086</DisplayNameID>
		<EditorNameID>61087</EditorNameID>
		<SubCiv>Jesuit</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Arsenal'>3.000000</Rate>
			<Rate type='ypArsenalAsian'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='963' name='ypBankAsian'>
		<DBID>1434</DBID>
		<DisplayNameID>61368</DisplayNameID>
		<EditorNameID>61369</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>280.0000</Bounty>
		<Cost resourcetype='Food'>350.0000</Cost>
		<Cost resourcetype='Wood'>350.0000</Cost>
		<InitialResource resourcetype='Gold'>10.0000</InitialResource>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='10'>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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='2' row='0'>Bayonet</Tech>
		<Tech column='0' page='2' row='0'>Rifling</Tech>
		<Tech column='0' page='2' row='0'>InfantryBreastplate</Tech>
		<Tech column='0' page='4' row='0'>CavalryCuirass</Tech>
		<Tech column='1' page='5' row='0'>GunnersQuadrant</Tech>
		<Tech column='2' page='5' row='0'>HeatedShot</Tech>
		<Tech column='1' page='4' row='0'>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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='965' name='ypTradeCart'>
		<DBID>1436</DBID>
		<DisplayNameID>61376</DisplayNameID>
		<EditorNameID>61377</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='966' name='ypNatMercChakram'>
		<DBID>1437</DBID>
		<DisplayNameID>61382</DisplayNameID>
		<EditorNameID>61383</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>ypChakram</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>24</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>chakram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</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>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>185.0000</InitialHitpoints>
		<MaxHitpoints>185.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>23.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='969' name='ypNatMercTigerClaw'>
		<DBID>1440</DBID>
		<DisplayNameID>61394</DisplayNameID>
		<EditorNameID>61395</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>36</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>18.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='970' name='ypNatMercWarElephant'>
		<DBID>1443</DBID>
		<DisplayNameID>61418</DisplayNameID>
		<EditorNameID>61419</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>425.0000</InitialHitpoints>
		<MaxHitpoints>425.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>warelephant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>72.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1600.0000</InitialHitpoints>
		<MaxHitpoints>1600.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<CarryCapacity resourcetype='Food'>999.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>4</GathererLimit>
		<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>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Tech column='0' page='1' row='0'>ypMonasteryJapaneseHealing</Tech>
		<Tech column='1' page='1' row='0'>ypMonasteryJapaneseCombat</Tech>
		<Tech column='2' page='1' row='0'>ypMonasteryKillingBlowUpgrade</Tech>
		<Tech column='3' page='1' row='0'>ypMonasteryRangedSplash</Tech>
		<Tech column='4' page='1' row='0'>ypMonasteryCompunction</Tech>
		<Tech column='5' page='1' row='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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='3' page='9'>TacticXPShrine</Command>
		<Command column='0' page='9'>TacticFood</Command>
		<Command column='1' page='9'>TacticWood</Command>
		<Command column='2' page='9'>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<CarryCapacity resourcetype='Food'>500.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='Ranch'>2.500000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.00000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainypWaterBuffalo</Name>
			<Rate type='ypWaterBuffalo'>1.000000</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>4.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='0' row='0'>ypWokouWaywardRonin</Train>
		<Train column='2' page='0' row='0'>ypWokouBlindMonk</Train>
		<Train column='0' page='0' row='0'>ypWokouPirate</Train>
		<Train column='5' page='0' row='0'>ypPetOrangutan</Train>
		<Train column='3' page='0' row='0'>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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>privateer.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>23.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</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>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>70.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wokouCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wanderingHorseman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='976' name='ypBlindMonk'>
		<DBID>1451</DBID>
		<DisplayNameID>61696</DisplayNameID>
		<EditorNameID>61697</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='977' name='ypWokouBlindMonk'>
		<DBID>1452</DBID>
		<DisplayNameID>61700</DisplayNameID>
		<EditorNameID>61701</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wokouMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='979' name='ypTreeAshoka'>
		<DBID>1458</DBID>
		<DisplayNameID>61724</DisplayNameID>
		<EditorNameID>61725</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>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='WOLFarmIroquois'>0.750000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='ypVillage'>0.750000</Rate>
			<Rate type='YPLivestockPenAsian'>0.750000</Rate>
			<Rate type='AFRICANgranary'>0.7500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.7500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.160000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.110000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainypGoat</Name>
			<Rate type='ypGoat'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='981' name='ypSiegeElephant'>
		<DBID>1460</DBID>
		<DisplayNameID>61755</DisplayNameID>
		<EditorNameID>61756</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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>700.0000</InitialHitpoints>
		<MaxHitpoints>700.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>siegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageBonus type='Ship'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='982' name='ypTreeEucalyptus'>
		<DBID>1461</DBID>
		<DisplayNameID>61884</DisplayNameID>
		<EditorNameID>61885</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypCastle'>2.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypDojo'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='986' name='ypShinobiHorse'>
		<DBID>1467</DBID>
		<DisplayNameID>62005</DisplayNameID>
		<EditorNameID>62006</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.8000</MaxVelocity>
		<MaxRunVelocity>6.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>shinobi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='987' name='ypWokouPirate'>
		<DBID>1468</DBID>
		<DisplayNameID>62056</DisplayNameID>
		<EditorNameID>62057</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>23.0000</Bounty>
		<BuildBounty>23.0000</BuildBounty>
		<Cost resourcetype='Gold'>115.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>18.0000</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>217.0000</InitialHitpoints>
		<MaxHitpoints>217.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>76.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='989' name='ypOldHanArmy'>
		<DBID>1472</DBID>
		<DisplayNameID>62090</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Food'>255.0000</Cost>
		<Cost resourcetype='Wood'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='990' name='ypImperialArmy'>
		<DBID>1473</DBID>
		<DisplayNameID>62094</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>74.0000</Bounty>
		<BuildBounty>74.0000</BuildBounty>
		<Cost resourcetype='Food'>480.0000</Cost>
		<Cost resourcetype='Gold'>255.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>29.0000</TrainPoints>
		<Bounty>83.0000</Bounty>
		<BuildBounty>83.0000</BuildBounty>
		<Cost resourcetype='Food'>480.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>54.0000</Bounty>
		<BuildBounty>54.0000</BuildBounty>
		<Cost resourcetype='Food'>285.0000</Cost>
		<Cost resourcetype='Gold'>255.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>275.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='995' name='ypFugitiveDacoit'>
		<DBID>1480</DBID>
		<DisplayNameID>62189</DisplayNameID>
		<EditorNameID>62190</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='996' name='ypDacoit'>
		<DBID>1481</DBID>
		<DisplayNameID>62193</DisplayNameID>
		<EditorNameID>62194</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>4.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='998' name='ypSaiga'>
		<DBID>1485</DBID>
		<DisplayNameID>62291</DisplayNameID>
		<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\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>0.0000</TrainPoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='999' name='ypNativeTempleUdasi'>
		<DBID>1486</DBID>
		<DisplayNameID>62297</DisplayNameID>
		<EditorNameID>62298</EditorNameID>
		<SubCiv>Udasi</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>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>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1004' name='YPSPCRiderlessElephant'>
		<DBID>1491</DBID>
		<DisplayNameID>62442</DisplayNameID>
		<EditorNameID>62443</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>3000.000000</DamageCap>
			<DamageArea>6.000000</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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='2' page='9'>TreasureShipCoin</Command>
		<Command column='0' page='9'>TreasureShipFood</Command>
		<Command column='1' page='9'>TreasureShipWood</Command>
		<Tactics>ypspctreasureship.tactics</Tactics>
	</Unit>
	<Unit id='1006' name='YPSPCFixedGun'>
		<DBID>1493</DBID>
		<DisplayNameID>62450</DisplayNameID>
		<EditorNameID>62451</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</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>10000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>300.0000</Bounty>
		<Cost resourcetype='Gold'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<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>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>7.000000</ROF>
			<Active>1</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageBonus type='SPCFountainOfYouth'>0.500000</DamageBonus>
			<Active>1</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<NumberProjectiles>1</NumberProjectiles>
			<Accuracy>0.990000</Accuracy>
			<DamageType>Siege</DamageType>
			<MinRange>5.000000</MinRange>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<Active>1</Active>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
	</Unit>
	<Unit id='1007' name='ypNuggetDroppedCoinAsian'>
		<DBID>1498</DBID>
		<DisplayNameID>62472</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypShrineJapanese'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1013' name='ypLionTailedMacaque'>
		<DBID>1510</DBID>
		<DisplayNameID>62638</DisplayNameID>
		<EditorNameID>62639</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>60.0000</InitialHitpoints>
		<MaxHitpoints>60.0000</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>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>6.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1014' name='ypNilgai'>
		<DBID>1511</DBID>
		<DisplayNameID>62642</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1015' name='ypWildElephant'>
		<DBID>1512</DBID>
		<DisplayNameID>62645</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>YPUsesExtraWorkerSlot</Flag>
		<Flag>Tracked</Flag>
		<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>5.0000</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\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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>30.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1017' name='ypTiger'>
		<DBID>1514</DBID>
		<DisplayNameID>62652</DisplayNameID>
		<EditorNameID>62653</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</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>13.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1018' name='ypWhiteTiger'>
		<DBID>1515</DBID>
		<DisplayNameID>62656</DisplayNameID>
		<EditorNameID>62657</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</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>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>15.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1019' name='ypLion'>
		<DBID>1516</DBID>
		<DisplayNameID>62660</DisplayNameID>
		<EditorNameID>62661</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1020' name='ypNuggetCaveAsian'>
		<DBID>1517</DBID>
		<DisplayNameID>62664</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1026' name='ypSerow'>
		<DBID>1527</DBID>
		<DisplayNameID>62724</DisplayNameID>
		<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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1027' name='ypFishCatfish'>
		<DBID>1528</DBID>
		<DisplayNameID>62727</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<CarryCapacity resourcetype='Food'>400.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.250000</Rate>
			<Rate type='Farm'>1.250000</Rate>
			<Rate type='WOLFarmIroquois'>1.250000</Rate>
			<Rate type='Ranch'>4.000000</Rate>
			<Rate type='NABarn'>1.2500000</Rate>
			<Rate type='ypVillage'>1.250000</Rate>
			<Rate type='YPLivestockPenAsian'>1.250000</Rate>
			<Rate type='AFRICANgranary'>1.2500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.2500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.130000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainypYak</Name>
			<Rate type='ypYak'>1.000000</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>5.0000</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\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>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</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>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>6.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1032' name='ypBlackPanther'>
		<DBID>1533</DBID>
		<DisplayNameID>62744</DisplayNameID>
		<EditorNameID>62745</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1033' name='ypNuggetPirateAsian'>
		<DBID>1534</DBID>
		<DisplayNameID>62752</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1036' name='ypWaywardRonin'>
		<DBID>1537</DBID>
		<DisplayNameID>62785</DisplayNameID>
		<EditorNameID>62786</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1037' name='ypWokouArmy'>
		<DBID>1538</DBID>
		<DisplayNameID>62806</DisplayNameID>
		<PopulationCount>21</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Food'>405.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1038' name='ypMandarinArmy'>
		<DBID>1540</DBID>
		<DisplayNameID>62814</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>56.0000</Bounty>
		<BuildBounty>56.0000</BuildBounty>
		<Cost resourcetype='Gold'>560.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1039' name='ypConsulateTercio'>
		<DBID>1554</DBID>
		<DisplayNameID>62960</DisplayNameID>
		<EditorNameID>62961</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Trade'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_redcoat.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\redcoat_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\redcoat_big</PortraitIcon>
		<RolloverTextID>72633</RolloverTextID>
		<ShortRolloverTextID>62962</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Trade'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>redcoat.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>122.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1042' name='ypNuggetAbandonedShrineJapanese'>
		<DBID>1558</DBID>
		<DisplayNameID>62975</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>ypFlameThrower</Train>
		<Train column='0' page='0' row='0'>ypFlamingArrow</Train>
		<Train column='0' page='0' row='0'>Kanouhou</Train>
		<Train column='1' page='0' row='0'>ypHandMortar</Train>
		<Train column='1' page='0' row='0'>ypMorutaru</Train>
		<Train column='0' page='0' row='0'>ypMercFlailiphant</Train>
		<Train column='3' page='0' row='0'>ypSiegeElephant</Train>
		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Train column='4' page='0' row='0'>ypMongolianArmy</Train>
		<Train column='3' page='0' row='0'>ypBlackFlagArmy</Train>
		<Train column='0' page='0' row='0'>firecattle</Train>
		<Train column='1' page='0' row='0'>hwacha</Train>
		<Train column='2' page='0' row='0'>Jija</Train>
		<Train column='3' page='0' row='0'>Hongyi-po</Train>
		<Tech column='1' page='1' row='0'>YPHonoredhwacha</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedhwacha</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedJija</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredJija</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedHongyi-po</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredHongyi-po</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredMorutaru</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMorutaru</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlameThrower</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlamingArrow</Tech>
		<Tech column='3' page='1' row='0'>ypFortifiedCastle</Tech>
		<Tech column='3' page='1' row='0'>ypFrontierCastle</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlamingArrow</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>HonoredKanouhou</Tech>
		<Tech column='0' page='1' row='0'>ExaltedKanouhou</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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>castle.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1044' name='ypSnowLeopard'>
		<DBID>1564</DBID>
		<DisplayNameID>63005</DisplayNameID>
		<EditorNameID>63006</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</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>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>10.000000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45.0000</Bounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetCoyote</Train>
		<Train column='2' page='6' row='0'>YPPetTiger</Train>
		<Train column='4' page='6' row='0'>YPPetWhiteTiger</Train>
		<Train column='5' page='6' row='0'>YPPetRhino</Train>
		<Train column='3' page='6' row='0'>ypPetLion</Train>
		<Train column='6' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='WarHut'>1.000000</Rate>
			<Rate type='ArtilleryDepot'>1.000000</Rate>
			<Rate type='Corral'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<HitPercent>10.000000</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<HitPercent>10.000000</HitPercent>
			<HitPercentType>Sweep</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>4.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>sweepDamage</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1046' name='ypMonkJapanese2'>
		<DBID>1570</DBID>
		<DisplayNameID>63115</DisplayNameID>
		<EditorNameID>63116</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Patch\japan_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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>45.0000</Bounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>PetWolf</Train>
		<Train column='0' page='0' row='0'>ypPetKomodoDragon</Train>
		<Train column='2' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypjapanesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SabotageAttack</Name>
			<Damage>1500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='Hero'>0.800000</DamageBonus>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
	</Unit>
	<Unit id='1047' name='ypSettlerIndian'>
		<DBID>1572</DBID>
		<DisplayNameID>63145</DisplayNameID>
		<EditorNameID>63146</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' row='0'>Longhouse</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='5' page='1' row='0'>Bank</Train>
		<Train column='6' page='1' row='0'>Church</Train>
		<Train column='7' page='1' row='0'>Saloon</Train>
		<Train column='8' page='1' row='0'>Capitol</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settlerIndian.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='FirePit'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Yield>1.500000</Yield>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1048' name='ypTreeGinkgo'>
		<DBID>1573</DBID>
		<DisplayNameID>63363</DisplayNameID>
		<EditorNameID>63364</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>82132</DisplayNameID>
		<EditorNameID>82133</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>2.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>unitSpawnBonus.tactics</Tactics>
	</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>18.0000</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>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>ypspcmototada.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</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>18.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='5' page='0' row='0'>ypShinobiHorse</Train>
		<Train column='7' page='0' row='0'>ypMorutaru</Train>
		<Train column='6' page='0' row='0'>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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='10' page='11'>Abilities</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>ypspctokugawa.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>200.000000</DamageCap>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>200.000000</DamageCap>
			<HitPercent>25.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1056' name='ypSPCKichiro'>
		<DBID>1595</DBID>
		<DisplayNameID>604110</DisplayNameID>
		<EditorNameID>604110</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\korea\explorer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanpartner_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanpartner_icon_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<RolloverTextID>71182</RolloverTextID>
		<ShortRolloverTextID>71183</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='6' row='0'>TradingPost</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</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>
		<Flag>HeroName1</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypspckichiro.tactics</Tactics>
		<ProtoAction>
			<Name>BattleShadow</Name>
			<Damage>200.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Trade'>0.500000</Rate>
		</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>ypspcjinhai.tactics</Tactics>
		<ProtoAction>
			<Name>ArrowAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>18.0000</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>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>ypspcedwardson.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1059' name='ypSPCArsonist'>
		<DBID>1598</DBID>
		<DisplayNameID>63556</DisplayNameID>
		<EditorNameID>63557</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1060' name='ypSPCNanib'>
		<DBID>1599</DBID>
		<DisplayNameID>602291</DisplayNameID>
		<!-- EditorNameID>63561</EditorNameID -->
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Inca\inca_warchief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Patch\Icons\sapa_inca_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Patch\Icons\sapa_inca_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<RolloverTextID>602292</RolloverTextID>
		<ShortRolloverTextID>602293</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>Chasqui</Train>
		<Train column='3' page='6' row='0'>WOLNatSheepdog</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>
		<Flag>HeroName1</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>sapainca.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
			<Rate type='Outpost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>38.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1061' name='ypSPCHuang'>
		<DBID>99956</DBID>
		<DisplayNameID>70621</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tupi\war_chief.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Tupi\warchiefSMALL</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\warchiefBIG</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>43488</RolloverTextID>
		<ShortRolloverTextID>43487</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='6' row='0'>PetWolf</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>tupiwarchief.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>PoisonArrow</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
			<DamageBonus type='guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1062' name='ypSPCChen'>
		<DBID>1601</DBID>
		<DisplayNameID>63568</DisplayNameID>
		<EditorNameID>63569</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\mapuche_war_chief.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>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>ypspcchen.tactics</Tactics>
		<ProtoAction>
			<Name>BloodSmash</Name>
			<Damage>400.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1063' name='ypIGCTokugawaFoot'>
		<DBID>1603</DBID>
		<DisplayNameID>63600</DisplayNameID>
		<EditorNameID>63601</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1064' name='ypIGCKichiroFoot'>
		<DBID>1604</DBID>
		<DisplayNameID>63602</DisplayNameID>
		<EditorNameID>63603</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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>
		<Command column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1065' name='ypIGCMototadaHorse'>
		<DBID>1605</DBID>
		<DisplayNameID>63604</DisplayNameID>
		<EditorNameID>63605</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1066' name='ypIGCSamurai'>
		<DBID>1606</DBID>
		<DisplayNameID>63606</DisplayNameID>
		<EditorNameID>63607</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1067' name='ypNativeTempleZen'>
		<DBID>1607</DBID>
		<DisplayNameID>63608</DisplayNameID>
		<EditorNameID>63609</EditorNameID>
		<SubCiv>Zen</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>4.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Wood'>450.0000</Cost>
		<Cost resourcetype='Gold'>750.0000</Cost>
		<MaxContained>75</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='0' row='0'>ypOldHanArmy</Train>
		<Train column='1' page='0' row='0'>ypStandardArmy</Train>
		<Train column='2' page='0' row='0'>ypMingArmy</Train>
		<Train column='3' page='0' row='0'>ypTerritorialArmy</Train>
		<Train column='4' page='0' row='0'>ypForbiddenArmy</Train>
		<Train column='5' page='0' row='0'>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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1070' name='ypNatMercSohei'>
		<DBID>1610</DBID>
		<DisplayNameID>63619</DisplayNameID>
		<EditorNameID>63620</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>38.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.4900</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\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>20.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>17.0000</Bounty>
		<BuildBounty>17.0000</BuildBounty>
		<Cost resourcetype='Food'>170.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1075' name='YPPetWhiteTiger'>
		<DBID>1620</DBID>
		<DisplayNameID>63692</DisplayNameID>
		<EditorNameID>63693</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>5.0000</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\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>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</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>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>6.000000</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>5.0000</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\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>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</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>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>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>4500.0000</InitialHitpoints>
		<MaxHitpoints>4500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>150.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay='60.0000' duration='60.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1081' name='ypKingsHill'>
		<DBID>1636</DBID>
		<DisplayNameID>64128</DisplayNameID>
		<EditorNameID>64129</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<Bounty>240.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1083' name='ypIGCShimaGeneral'>
		<DBID>1638</DBID>
		<DisplayNameID>64172</DisplayNameID>
		<EditorNameID>64173</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1084' name='ypIGCShimaGeneralScene'>
		<DBID>1639</DBID>
		<DisplayNameID>64174</DisplayNameID>
		<EditorNameID>64175</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\shima_general_scene\shima_general_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<RolloverTextID>65931</RolloverTextID>
		<ShortRolloverTextID>65932</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1085' name='ypIGCSamuraiFleeing'>
		<DBID>1640</DBID>
		<DisplayNameID>64176</DisplayNameID>
		<EditorNameID>64177</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\samurai_fleeing\samurai_fleeing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1086' name='ypIGCMototadaDeath'>
		<DBID>1641</DBID>
		<DisplayNameID>64178</DisplayNameID>
		<EditorNameID>64179</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\mototada_death\mototada_death.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>0.0000</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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\japanese_rubble\japanese_rubble_4x4.xml</AnimFile>
		<Lifespan>10.0000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\japanese_cinematic_fog.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1091' name='ypIGCJinhai'>
		<DBID>1646</DBID>
		<DisplayNameID>64187</DisplayNameID>
		<EditorNameID>64188</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1092' name='ypIGCChen'>
		<DBID>1647</DBID>
		<DisplayNameID>64189</DisplayNameID>
		<EditorNameID>64190</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>1.0000</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>1400.0000</InitialHitpoints>
		<MaxHitpoints>1400.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</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 column='0' page='10'>Eject</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1094' name='ypIGCAztecTemple'>
		<DBID>1649</DBID>
		<DisplayNameID>64195</DisplayNameID>
		<EditorNameID>64196</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1095' name='ypIGCNanib'>
		<DBID>1651</DBID>
		<DisplayNameID>64199</DisplayNameID>
		<EditorNameID>64200</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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>
		<Command column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1096' name='ypIGCPravar'>
		<DBID>1652</DBID>
		<DisplayNameID>64201</DisplayNameID>
		<EditorNameID>64202</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1097' name='ypIGCEdwardsonHorse'>
		<DBID>1654</DBID>
		<DisplayNameID>64205</DisplayNameID>
		<EditorNameID>64206</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1098' name='ypIGCArsonist'>
		<DBID>1655</DBID>
		<DisplayNameID>64207</DisplayNameID>
		<EditorNameID>64208</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1099' name='ypIGCSepoyScene'>
		<DBID>1656</DBID>
		<DisplayNameID>64209</DisplayNameID>
		<EditorNameID>64210</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\sepoy_scene\sepoy_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1100' name='ypIGCEdwardsonDeathScene'>
		<DBID>1658</DBID>
		<DisplayNameID>64213</DisplayNameID>
		<EditorNameID>64214</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\edwardson_death\edwardson_death.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1101' name='ypIGCFlagScene'>
		<DBID>1659</DBID>
		<DisplayNameID>64215</DisplayNameID>
		<EditorNameID>64216</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>animation_library\asians\igc\flag_scene\flag_scene.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>50</BuildLimit>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1102' name='ypIndianRubble'>
		<DBID>1660</DBID>
		<EditorNameID>64217</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_props\indian_rubble\indian_rubble_4x4.xml</AnimFile>
		<Lifespan>10.0000</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>18.0000</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>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</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>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>62.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1104' name='ypConsulateCarabineer'>
		<DBID>1663</DBID>
		<DisplayNameID>64230</DisplayNameID>
		<EditorNameID>64231</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\asians\consulate\reiter\reiter_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ruyter\ruyter_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ruyter\ruyter_portrait</PortraitIcon>
		<RolloverTextID>64229</RolloverTextID>
		<ShortRolloverTextID>64228</ShortRolloverTextID>
		<InitialHitpoints>222.0000</InitialHitpoints>
		<MaxHitpoints>222.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>31.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Trade'>105.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Mercenary'>1.500000</DamageBonus>
			<DamageBonus type='Hero'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1105' name='ypDojo'>
		<DBID>1666</DBID>
		<DisplayNameID>64321</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Tech column='0' page='1' row='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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='9'>TacticYumi</Command>
		<Command column='2' page='9'>TacticAshigaru</Command>
		<Command column='3' page='9'>TacticSamurai</Command>
		<Command column='4' page='9'>TacticNaginataRider</Command>
		<Command column='5' page='9'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1107' name='ypThuggee'>
		<DBID>1668</DBID>
		<DisplayNameID>64364</DisplayNameID>
		<EditorNameID>64365</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1108' name='ypDelinquentThuggee'>
		<DBID>1669</DBID>
		<DisplayNameID>64368</DisplayNameID>
		<EditorNameID>64369</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>20.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='1110' name='ypTreeJapaneseMaple'>
		<DBID>1673</DBID>
		<DisplayNameID>64489</DisplayNameID>
		<EditorNameID>64490</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>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='1115' name='ypGiantSalamander'>
		<DBID>1678</DBID>
		<DisplayNameID>64508</DisplayNameID>
		<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\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='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>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>seaCatamaran.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>32.000000</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>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='0' row='0'>ypPetOrangutan</Train>
		<Train column='1' page='0' row='0'>ypDacoit</Train>
		<Train column='2' page='0' row='0'>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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>catamaran.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>32.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='1118' name='ypOrca'>
		<DBID>1681</DBID>
		<DisplayNameID>64519</DisplayNameID>
		<EditorNameID>64520</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>100.000000</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>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1120' name='YPNuggetTreasureShipWreck'>
		<DBID>1683</DBID>
		<DisplayNameID>64527</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>4.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>seaJunk.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>65.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1130' name='ypSettlerJapanese'>
		<DBID>1704</DBID>
		<DisplayNameID>64588</DisplayNameID>
		<EditorNameID>64589</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train row='0'>Outpost</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settlerJapanese.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='FirePit'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>NoWork</Name>
			<Rate type='Herdable'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1131' name='ypSPCAztecHouse'>
		<DBID>1707</DBID>
		<DisplayNameID>64616</DisplayNameID>
		<EditorNameID>64617</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='2' row='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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1132' name='ypSPCAztecFarm'>
		<DBID>1708</DBID>
		<DisplayNameID>64620</DisplayNameID>
		<EditorNameID>64621</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>

		<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 column='0' page='0' row='0'>Sheep</Train>
		<Tech column='1' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='0' page='1' row='0'>ImpLargeScaleGathering</Tech>
		<Tech column='0' page='2' row='0'>BigFarmCinteotl</Tech>
		<Tech column='0' page='1' row='0'>HarvestCeremony</Tech>
		<Tech column='0' page='1' row='0'>GreatFeast</Tech>
		<Tech column='0' page='1' row='0'>GreenCornCeremony</Tech>
		<Tech column='0' page='2' row='0'>BigFarmStrawberry</Tech>
		<Tech column='0' page='2' row='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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Tactics>farm.tactics</Tactics>
	</Unit>
	<Unit id='1133' name='ypSPCAztecMarket'>
		<DBID>1709</DBID>
		<DisplayNameID>64624</DisplayNameID>
		<EditorNameID>64625</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='2' row='0'>BigMarketNewYear</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='0' page='1' row='0'>SteelTraps</Tech>
		<Tech column='1' page='1' row='0'>CircularSaw</Tech>
		<Tech column='1' page='1' row='0'>LumberCeremony</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='1' page='1' row='0'>ForestSpiritCeremony</Tech>
		<Tech column='1' page='1' row='0'>ImpDeforestationNative</Tech>
		<Tech column='1' page='1' row='0'>ForestPeopleCeremony</Tech>
		<Tech column='3' page='1' row='0'>SpiritMedicine</Tech>
		<Tech column='2' page='1' row='0'>PlacerMines</Tech>
		<Tech column='2' page='1' row='0'>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 column='0' page='10'>Delete</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id='1134' name='ypWJGiantBuddha2'>
		<DBID>1711</DBID>
		<DisplayNameID>64684</DisplayNameID>
		<EditorNameID>64685</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1135' name='ypWJGoldenPavillion2'>
		<DBID>1712</DBID>
		<DisplayNameID>64688</DisplayNameID>
		<EditorNameID>64689</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>Flintlock</Tech>
		<Tech column='3' page='1' row='0'>Pillage</Tech>
		<Tech column='4' page='1' row='0'>ProfessionalGunners</Tech>
		<Tech column='1' page='1' row='0'>PaperCartridge</Tech>
		<Tech column='1' page='1' row='0'>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 column='2' page='9'>TacticUnitHitpoints</Command>
		<Command column='0' page='9'>TacticRangedDamage</Command>
		<Command column='1' page='9'>TacticHandDamage</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='3' page='9'>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<CarryCapacity resourcetype='Food'>999.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>8</GathererLimit>

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='9'>TacticFood</Command>
		<Command column='2' page='9'>TacticCoin</Command>
		<Command column='3' page='9'>TacticXPShrine</Command>
		<Command column='1' page='9'>TacticWood</Command>
		<Command column='1' page='11'>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1138' name='ypWJGiantBuddha4'>
		<DBID>1715</DBID>
		<DisplayNameID>64700</DisplayNameID>
		<EditorNameID>64701</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1139' name='ypWJGiantBuddha5'>
		<DBID>1716</DBID>
		<DisplayNameID>64704</DisplayNameID>
		<EditorNameID>64705</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1140' name='ypWJGoldenPavillion3'>
		<DBID>1717</DBID>
		<DisplayNameID>64708</DisplayNameID>
		<EditorNameID>64709</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>Flintlock</Tech>
		<Tech column='3' page='1' row='0'>Pillage</Tech>
		<Tech column='4' page='1' row='0'>ProfessionalGunners</Tech>
		<Tech column='1' page='1' row='0'>PaperCartridge</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='9'>TacticRangedDamage</Command>
		<Command column='1' page='9'>TacticHandDamage</Command>
		<Command column='2' page='9'>TacticUnitHitpoints</Command>
		<Command column='3' page='9'>TacticUnitSpeed</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id='1141' name='ypWJGoldenPavillion4'>
		<DBID>1718</DBID>
		<DisplayNameID>64712</DisplayNameID>
		<EditorNameID>64713</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>Flintlock</Tech>
		<Tech column='3' page='1' row='0'>Pillage</Tech>
		<Tech column='4' page='1' row='0'>ProfessionalGunners</Tech>
		<Tech column='1' page='1' row='0'>PaperCartridge</Tech>
		<Tech column='1' page='1' row='0'>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 column='3' page='9'>TacticUnitSpeed</Command>
		<Command column='0' page='9'>TacticRangedDamage</Command>
		<Command column='1' page='9'>TacticHandDamage</Command>
		<Command column='2' page='9'>TacticUnitHitpoints</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id='1142' name='ypWJGoldenPavillion5'>
		<DBID>1719</DBID>
		<DisplayNameID>64716</DisplayNameID>
		<EditorNameID>64717</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>Flintlock</Tech>
		<Tech column='3' page='1' row='0'>Pillage</Tech>
		<Tech column='4' page='1' row='0'>ProfessionalGunners</Tech>
		<Tech column='1' page='1' row='0'>PaperCartridge</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='9'>TacticUnitHitpoints</Command>
		<Command column='0' page='9'>TacticRangedDamage</Command>
		<Command column='1' page='9'>TacticHandDamage</Command>
		<Command column='3' page='9'>TacticUnitSpeed</Command>
		<Tactics>goldenpavillion.tactics</Tactics>
	</Unit>
	<Unit id='1143' name='ypWJShogunate2'>
		<DBID>1720</DBID>
		<DisplayNameID>64720</DisplayNameID>
		<EditorNameID>64721</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='0' row='0'>ypDaimyoMototada</Train>
		<Train column='3' page='0' row='0'>ypShogunTokugawa</Train>
		<Train column='1' page='0' row='0'>ypDaimyoKiyomasa</Train>
		<Train column='0' page='0' row='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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1144' name='ypWJShogunate3'>
		<DBID>1721</DBID>
		<DisplayNameID>64724</DisplayNameID>
		<EditorNameID>64725</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='0' row='0'>ypDaimyoMototada</Train>
		<Train column='3' page='0' row='0'>ypShogunTokugawa</Train>
		<Train column='1' page='0' row='0'>ypDaimyoKiyomasa</Train>
		<Train column='0' page='0' row='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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1145' name='ypWJShogunate4'>
		<DBID>1722</DBID>
		<DisplayNameID>64728</DisplayNameID>
		<EditorNameID>64729</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='0' row='0'>ypDaimyoMototada</Train>
		<Train column='3' page='0' row='0'>ypShogunTokugawa</Train>
		<Train column='1' page='0' row='0'>ypDaimyoKiyomasa</Train>
		<Train column='0' page='0' row='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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1146' name='ypWJShogunate5'>
		<DBID>1723</DBID>
		<DisplayNameID>64732</DisplayNameID>
		<EditorNameID>64733</EditorNameID>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='0' row='0'>ypDaimyoMototada</Train>
		<Train column='3' page='0' row='0'>ypShogunTokugawa</Train>
		<Train column='1' page='0' row='0'>ypDaimyoKiyomasa</Train>
		<Train column='0' page='0' row='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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1147' name='ypWJToriiGates2'>
		<DBID>1724</DBID>
		<DisplayNameID>64736</DisplayNameID>
		<EditorNameID>64737</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id='1148' name='ypWJToriiGates3'>
		<DBID>1725</DBID>
		<DisplayNameID>64740</DisplayNameID>
		<EditorNameID>64741</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id='1149' name='ypWJToriiGates4'>
		<DBID>1726</DBID>
		<DisplayNameID>64744</DisplayNameID>
		<EditorNameID>64745</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>toriigates.tactics</Tactics>
	</Unit>
	<Unit id='1150' name='ypWJToriiGates5'>
		<DBID>1727</DBID>
		<DisplayNameID>64748</DisplayNameID>
		<EditorNameID>64749</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<CarryCapacity resourcetype='Food'>999.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>8</GathererLimit>

		<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 column='1' page='10'>Delete</Command>
		<Command column='2' page='9'>TacticCoin</Command>
		<Command column='0' page='9'>TacticFood</Command>
		<Command column='1' page='9'>TacticWood</Command>
		<Command column='3' page='9'>TacticXPShrine</Command>
		<Command column='1' page='11'>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<CarryCapacity resourcetype='Food'>999.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>8</GathererLimit>

		<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 column='1' page='11'>Abilities</Command>
		<Command column='2' page='9'>TacticCoin</Command>
		<Command column='0' page='9'>TacticFood</Command>
		<Command column='1' page='9'>TacticWood</Command>
		<Command column='3' page='9'>TacticXPShrine</Command>
		<Command column='1' page='10'>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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<CarryCapacity resourcetype='Food'>999.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>8</GathererLimit>

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='9'>TacticFood</Command>
		<Command column='2' page='9'>TacticCoin</Command>
		<Command column='1' page='9'>TacticWood</Command>
		<Command column='3' page='9'>TacticXPShrine</Command>
		<Command column='1' page='11'>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>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>AbstractAgraFort</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='3' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='2' page='0' row='0'>ypSepoy</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Tech column='0' page='1' row='0'>ypFortifiedAgra</Tech>
		<Tech column='0' page='1' row='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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</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>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='2' page='0' row='0'>ypSepoy</Train>
		<Train column='1' page='0' row='0'>ypUrumi</Train>
		<Tech column='0' page='1' row='0'>ypFortifiedAgra</Tech>
		<Tech column='0' page='1' row='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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</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>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>AbstractAgraFort</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='2' page='0' row='0'>ypSepoy</Train>
		<Train column='1' page='0' row='0'>ypUrumi</Train>
		<Tech column='0' page='1' row='0'>ypFortifiedAgra</Tech>
		<Tech column='0' page='1' row='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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</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>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>AbstractWonder</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='2' page='0' row='0'>ypSepoy</Train>
		<Train column='1' page='0' row='0'>ypUrumi</Train>
		<Tech column='0' page='1' row='0'>ypFortifiedAgra</Tech>
		<Tech column='0' page='1' row='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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Imam</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</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>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='8' page='1' row='0'>ImpArtilleryRegiments</Tech>
		<Tech column='6' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id='1159' name='ypWIKarniMata3'>
		<DBID>1736</DBID>
		<DisplayNameID>64784</DisplayNameID>
		<EditorNameID>64785</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='8' page='1' row='0'>ImpArtilleryRegiments</Tech>
		<Tech column='6' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id='1160' name='ypWIKarniMata4'>
		<DBID>1737</DBID>
		<DisplayNameID>64788</DisplayNameID>
		<EditorNameID>64789</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='8' page='1' row='0'>ImpArtilleryRegiments</Tech>
		<Tech column='6' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id='1161' name='ypWIKarniMata5'>
		<DBID>1738</DBID>
		<DisplayNameID>64792</DisplayNameID>
		<EditorNameID>64793</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='8' page='1' row='0'>ImpArtilleryRegiments</Tech>
		<Tech column='6' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>goldentemple.tactics</Tactics>
	</Unit>
	<Unit id='1162' name='ypWITajMahal2'>
		<DBID>1739</DBID>
		<DisplayNameID>64796</DisplayNameID>
		<EditorNameID>64797</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1163' name='ypWITajMahal3'>
		<DBID>1740</DBID>
		<DisplayNameID>64800</DisplayNameID>
		<EditorNameID>64801</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1164' name='ypWITajMahal4'>
		<DBID>1741</DBID>
		<DisplayNameID>64804</DisplayNameID>
		<EditorNameID>64805</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1165' name='ypWITajMahal5'>
		<DBID>1742</DBID>
		<DisplayNameID>64808</DisplayNameID>
		<EditorNameID>64809</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>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>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>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>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1170' name='ypIGCKichiroHorse'>
		<DBID>1747</DBID>
		<DisplayNameID>64826</DisplayNameID>
		<EditorNameID>64827</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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>
		<Command column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1171' name='ypWICharminarGate2'>
		<DBID>1748</DBID>
		<DisplayNameID>64830</DisplayNameID>
		<EditorNameID>64831</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypRajputMansabdar</Train>
		<Train column='1' page='0' row='0'>ypUrumiMansabdar</Train>
		<Train column='2' page='0' row='0'>ypSepoyMansabdar</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkhaJemadar</Train>
		<Train column='4' page='0' row='0'>ypSowarMansabdar</Train>
		<Train column='5' page='0' row='0'>ypZamburakMansabdar</Train>
		<Train column='6' page='0' row='0'>ypMahoutMansabdar</Train>
		<Train column='9' page='0' row='0'>ypMercFlailiphantMansabdar</Train>
		<Train column='7' page='0' row='0'>ypHowdahMansabdar</Train>
		<Train column='8' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1172' name='ypIGCMototadaFoot'>
		<DBID>1749</DBID>
		<DisplayNameID>64832</DisplayNameID>
		<EditorNameID>64833</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1173' name='ypWICharminarGate3'>
		<DBID>1750</DBID>
		<DisplayNameID>64836</DisplayNameID>
		<EditorNameID>64837</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypRajputMansabdar</Train>
		<Train column='1' page='0' row='0'>ypUrumiMansabdar</Train>
		<Train column='2' page='0' row='0'>ypSepoyMansabdar</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkhaJemadar</Train>
		<Train column='4' page='0' row='0'>ypSowarMansabdar</Train>
		<Train column='5' page='0' row='0'>ypZamburakMansabdar</Train>
		<Train column='6' page='0' row='0'>ypMahoutMansabdar</Train>
		<Train column='9' page='0' row='0'>ypMercFlailiphantMansabdar</Train>
		<Train column='7' page='0' row='0'>ypHowdahMansabdar</Train>
		<Train column='8' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1174' name='ypWICharminarGate4'>
		<DBID>1752</DBID>
		<DisplayNameID>64842</DisplayNameID>
		<EditorNameID>64843</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypRajputMansabdar</Train>
		<Train column='1' page='0' row='0'>ypUrumiMansabdar</Train>
		<Train column='2' page='0' row='0'>ypSepoyMansabdar</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkhaJemadar</Train>
		<Train column='4' page='0' row='0'>ypSowarMansabdar</Train>
		<Train column='5' page='0' row='0'>ypZamburakMansabdar</Train>
		<Train column='6' page='0' row='0'>ypMahoutMansabdar</Train>
		<Train column='9' page='0' row='0'>ypMercFlailiphantMansabdar</Train>
		<Train column='7' page='0' row='0'>ypHowdahMansabdar</Train>
		<Train column='8' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1175' name='ypWICharminarGate5'>
		<DBID>1753</DBID>
		<DisplayNameID>64846</DisplayNameID>
		<EditorNameID>64847</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypRajputMansabdar</Train>
		<Train column='1' page='0' row='0'>ypUrumiMansabdar</Train>
		<Train column='2' page='0' row='0'>ypSepoyMansabdar</Train>
		<Train column='3' page='0' row='0'>ypNatMercGurkhaJemadar</Train>
		<Train column='4' page='0' row='0'>ypSowarMansabdar</Train>
		<Train column='5' page='0' row='0'>ypZamburakMansabdar</Train>
		<Train column='6' page='0' row='0'>ypMahoutMansabdar</Train>
		<Train column='9' page='0' row='0'>ypMercFlailiphantMansabdar</Train>
		<Train column='7' page='0' row='0'>ypHowdahMansabdar</Train>
		<Train column='8' page='0' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>18.0000</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>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1177' name='ypPropsJapaneseBanner'>
		<DBID>1755</DBID>
		<DisplayNameID>64852</DisplayNameID>
		<EditorNameID>64853</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1179' name='ypPropsWarTent'>
		<DBID>1757</DBID>
		<DisplayNameID>64860</DisplayNameID>
		<EditorNameID>64861</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Bounty>115.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1180' name='ypWCTempleOfHeaven3'>
		<DBID>1758</DBID>
		<DisplayNameID>64864</DisplayNameID>
		<EditorNameID>64865</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1181' name='ypWCTempleOfHeaven4'>
		<DBID>1759</DBID>
		<DisplayNameID>64868</DisplayNameID>
		<EditorNameID>64869</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1182' name='ypWCTempleOfHeaven5'>
		<DBID>1760</DBID>
		<DisplayNameID>64872</DisplayNameID>
		<EditorNameID>64873</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>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>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\asians\spc\explosion\prop_explosion.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>5.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1185' name='ypSPCJapaneseFortGate'>
		<DBID>1763</DBID>
		<DisplayNameID>64882</DisplayNameID>
		<EditorNameID>64883</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\japanese_fort\spc_japanese_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1186' name='ypSPCJapaneseFortWallLarge'>
		<DBID>1764</DBID>
		<DisplayNameID>64886</DisplayNameID>
		<EditorNameID>64887</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1187' name='ypSPCJapaneseFortWallMedium'>
		<DBID>1765</DBID>
		<DisplayNameID>64890</DisplayNameID>
		<EditorNameID>64891</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1188' name='ypSPCJapaneseFortWallSmall'>
		<DBID>1766</DBID>
		<DisplayNameID>64894</DisplayNameID>
		<EditorNameID>64895</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1189' name='ypSPCJapaneseFortWallBarracks'>
		<DBID>1767</DBID>
		<DisplayNameID>64898</DisplayNameID>
		<EditorNameID>64899</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1190' name='ypSPCJapaneseFortWallStable'>
		<DBID>1768</DBID>
		<DisplayNameID>64902</DisplayNameID>
		<EditorNameID>64903</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1191' name='ypSPCJapaneseOutpost'>
		<DBID>1770</DBID>
		<DisplayNameID>64910</DisplayNameID>
		<EditorNameID>64914</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>50.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1195' name='ypIGCSepoy'>
		<DBID>1774</DBID>
		<DisplayNameID>64922</DisplayNameID>
		<EditorNameID>64923</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1196' name='ypSPCEmperorBahadarSharZafar'>
		<DBID>1775</DBID>
		<DisplayNameID>64926</DisplayNameID>
		<EditorNameID>64927</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
	</Unit>
	<Unit id='1197' name='ypSPCGunpowerStores'>
		<DBID>1777</DBID>
		<DisplayNameID>64934</DisplayNameID>
		<EditorNameID>64935</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Bounty>70.0000</Bounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1198' name='ypSPCIndianFortCorner'>
		<DBID>1778</DBID>
		<DisplayNameID>64938</DisplayNameID>
		<EditorNameID>64939</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1199' name='ypSPCIndianFortGate'>
		<DBID>1779</DBID>
		<DisplayNameID>64942</DisplayNameID>
		<EditorNameID>64943</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\spc\indian_fort\spc_indian_fort_gate.xml</AnimFile>
		<AllowedHeightVariance>4.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1200' name='ypSPCIndianFortWallBarracks'>
		<DBID>1781</DBID>
		<DisplayNameID>64954</DisplayNameID>
		<EditorNameID>64955</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1201' name='ypSPCIndianFortWallLarge'>
		<DBID>1782</DBID>
		<DisplayNameID>64958</DisplayNameID>
		<EditorNameID>64959</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1202' name='ypSPCIndianFortWallMedium'>
		<DBID>1783</DBID>
		<DisplayNameID>64962</DisplayNameID>
		<EditorNameID>64963</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1203' name='ypSPCIndianFortWallSmall'>
		<DBID>1784</DBID>
		<DisplayNameID>64966</DisplayNameID>
		<EditorNameID>64967</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1204' name='ypSPCIndianFortWallStable'>
		<DBID>1785</DBID>
		<DisplayNameID>64970</DisplayNameID>
		<EditorNameID>64971</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1205' name='ypWCConfucianAcademy2'>
		<DBID>1786</DBID>
		<DisplayNameID>64974</DisplayNameID>
		<EditorNameID>64975</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='0' page='9'>WonderFlyingCrow</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id='1206' name='ypWCConfucianAcademy3'>
		<DBID>1787</DBID>
		<DisplayNameID>64978</DisplayNameID>
		<EditorNameID>64979</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='9'>WonderFlyingCrow</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id='1207' name='ypWCConfucianAcademy4'>
		<DBID>1788</DBID>
		<DisplayNameID>64982</DisplayNameID>
		<EditorNameID>64983</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='9'>WonderFlyingCrow</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id='1208' name='ypWCConfucianAcademy5'>
		<DBID>1789</DBID>
		<DisplayNameID>64986</DisplayNameID>
		<EditorNameID>64987</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='9'>WonderFlyingCrow</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>confucianacademy.tactics</Tactics>
	</Unit>
	<Unit id='1209' name='ypWCSummerPalace2'>
		<DBID>1790</DBID>
		<DisplayNameID>64993</DisplayNameID>
		<EditorNameID>64994</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='9'>WonderStandardArmy</Command>
		<Command column='0' page='9'>WonderOldHanArmy</Command>
		<Command column='2' page='9'>WonderMingArmy</Command>
		<Command column='3' page='9'>WonderTerritorialArmy</Command>
		<Command column='4' page='9'>WonderForbiddenArmy</Command>
		<Command column='5' page='9'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id='1210' name='ypWCSummerPalace3'>
		<DBID>1791</DBID>
		<DisplayNameID>64997</DisplayNameID>
		<EditorNameID>64998</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='9'>WonderStandardArmy</Command>
		<Command column='0' page='9'>WonderOldHanArmy</Command>
		<Command column='2' page='9'>WonderMingArmy</Command>
		<Command column='3' page='9'>WonderTerritorialArmy</Command>
		<Command column='4' page='9'>WonderForbiddenArmy</Command>
		<Command column='5' page='9'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id='1211' name='ypWCSummerPalace4'>
		<DBID>1792</DBID>
		<DisplayNameID>65001</DisplayNameID>
		<EditorNameID>65002</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='9'>WonderStandardArmy</Command>
		<Command column='0' page='9'>WonderOldHanArmy</Command>
		<Command column='2' page='9'>WonderMingArmy</Command>
		<Command column='3' page='9'>WonderTerritorialArmy</Command>
		<Command column='4' page='9'>WonderForbiddenArmy</Command>
		<Command column='5' page='9'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id='1212' name='ypWCSummerPalace5'>
		<DBID>1793</DBID>
		<DisplayNameID>65005</DisplayNameID>
		<EditorNameID>65006</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='9'>WonderStandardArmy</Command>
		<Command column='0' page='9'>WonderOldHanArmy</Command>
		<Command column='2' page='9'>WonderMingArmy</Command>
		<Command column='3' page='9'>WonderTerritorialArmy</Command>
		<Command column='4' page='9'>WonderForbiddenArmy</Command>
		<Command column='5' page='9'>WonderImperialArmy</Command>
		<Tactics>summerpalace.tactics</Tactics>
	</Unit>
	<Unit id='1213' name='ypWCWhitePagoda2'>
		<DBID>1797</DBID>
		<DisplayNameID>65017</DisplayNameID>
		<EditorNameID>65018</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1214' name='ypWCWhitePagoda3'>
		<DBID>1798</DBID>
		<DisplayNameID>65021</DisplayNameID>
		<EditorNameID>65022</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1215' name='ypWCWhitePagoda5'>
		<DBID>1799</DBID>
		<DisplayNameID>65025</DisplayNameID>
		<EditorNameID>65026</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1216' name='ypWCWhitePagoda4'>
		<DBID>1800</DBID>
		<DisplayNameID>65029</DisplayNameID>
		<EditorNameID>65030</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1217' name='ypWCPorcelainTower2'>
		<DBID>1801</DBID>
		<DisplayNameID>65033</DisplayNameID>
		<EditorNameID>65034</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='3' page='9'>WonderCoin</Command>
		<Command column='1' page='9'>WonderFood</Command>
		<Command column='2' page='9'>WonderWood</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='9'>TacticTrade</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>3.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.180000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.180000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1218' name='ypWCPorcelainTower3'>
		<DBID>1802</DBID>
		<DisplayNameID>65037</DisplayNameID>
		<EditorNameID>65038</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>145.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>1200.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='9'>TacticTrade</Command>
		<Command column='3' page='9'>WonderCoin</Command>
		<Command column='1' page='9'>WonderFood</Command>
		<Command column='2' page='9'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>4.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>4.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>4.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>1.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1219' name='ypWCPorcelainTower4'>
		<DBID>1803</DBID>
		<DisplayNameID>65041</DisplayNameID>
		<EditorNameID>65042</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='9'>TacticTrade</Command>
		<Command column='3' page='9'>WonderCoin</Command>
		<Command column='1' page='9'>WonderFood</Command>
		<Command column='2' page='9'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>5.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.400000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>1.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.400000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1220' name='ypWCPorcelainTower5'>
		<DBID>1804</DBID>
		<DisplayNameID>65045</DisplayNameID>
		<EditorNameID>65046</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>4000.0000</Cost>
		<Cost resourcetype='Gold'>4000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='9'>TacticTrade</Command>
		<Command column='3' page='9'>WonderCoin</Command>
		<Command column='1' page='9'>WonderFood</Command>
		<Command column='2' page='9'>WonderWood</Command>
		<Tactics>porcelaintower.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>6.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RainbowXP</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1221' name='ypSepoyMansabdar'>
		<DBID>1806</DBID>
		<DisplayNameID>65135</DisplayNameID>
		<EditorNameID>65136</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>380.0000</InitialHitpoints>
		<MaxHitpoints>380.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>180.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarsepoy.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1222' name='ypUrumiMansabdar'>
		<DBID>1807</DBID>
		<DisplayNameID>65145</DisplayNameID>
		<EditorNameID>65146</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>520.0000</InitialHitpoints>
		<MaxHitpoints>520.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Food'>320.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarurumi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>37.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>19.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>38.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.750000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1223' name='ypRajputMansabdar'>
		<DBID>1808</DBID>
		<DisplayNameID>65149</DisplayNameID>
		<EditorNameID>65150</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarrajput.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>32.0000</Bounty>
		<BuildBounty>32.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<ScoreValue>0.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>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>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>66.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarzamburak.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>falconet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</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>18.0000</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>280.0000</InitialHitpoints>
		<MaxHitpoints>280.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>34.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>10.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</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>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</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>3.0000</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>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.400000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type='Ship'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>125.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>250.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1231' name='ypConsulateArmyOttoman1'>
		<DBID>1819</DBID>
		<DisplayNameID>65410</DisplayNameID>
		<EditorNameID>65411</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1232' name='ypConsulateArmyDutch1'>
		<DBID>1821</DBID>
		<DisplayNameID>65418</DisplayNameID>
		<EditorNameID>65419</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1233' name='ypConsulateArmyRussian1'>
		<DBID>1822</DBID>
		<DisplayNameID>65422</DisplayNameID>
		<EditorNameID>65423</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1234' name='ypConsulateArmyFrench1'>
		<DBID>1824</DBID>
		<DisplayNameID>65430</DisplayNameID>
		<EditorNameID>65431</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1235' name='ypConsulateBestieros'>
		<DBID>1825</DBID>
		<DisplayNameID>65434</DisplayNameID>
		<EditorNameID>65435</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Trade'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1236' name='ypConsulateArmyPortuguese1'>
		<DBID>1826</DBID>
		<DisplayNameID>65438</DisplayNameID>
		<EditorNameID>65439</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1237' name='ypTreeCoastalJapan'>
		<DBID>1827</DBID>
		<DisplayNameID>65475</DisplayNameID>
		<EditorNameID>65476</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1239' name='ypPeasant'>
		<DBID>1830</DBID>
		<DisplayNameID>65491</DisplayNameID>
		<EditorNameID>65492</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1240' name='ypTradeMarketAsian'>
		<DBID>1831</DBID>
		<DisplayNameID>65500</DisplayNameID>
		<EditorNameID>65501</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>ypMarketBerryDogs</Tech>
		<Tech column='0' page='1' row='0'>ypMarketBerryTraps</Tech>
		<Tech column='1' page='1' row='0'>ypImpDeforestationAsian</Tech>
		<Tech column='1' page='1' row='0'>ypMarketCircularSaw</Tech>
		<Tech column='1' page='1' row='0'>ypMarketGangsaw</Tech>
		<Tech column='0' page='1' row='0'>ypMarketHuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>ypMarketLogFlume</Tech>
		<Tech column='2' page='1' row='0'>ypMarketPlacerMines</Tech>
		<Tech column='2' page='1' row='0'>ypMarketAmalgamation</Tech>
		<Tech column='0' page='1' row='0'>ypMarketSteelTraps</Tech>
		<Tech column='3' page='1' row='0'>ypMarketWheelbarrow</Tech>
		<Tech column='5' page='1' row='0'>ypMarketSpiritMedicine</Tech>
		<Tech column='3' page='1' row='0'>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 column='0' page='10'>Delete</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>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>18.0000</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>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>18.0000</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>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='4' page='0' row='0'>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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>18.0000</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>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1244' name='ypFishMolaMola'>
		<DBID>1836</DBID>
		<DisplayNameID>65590</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</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>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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>4.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1247' name='ypConsulateEspadachins'>
		<DBID>1843</DBID>
		<DisplayNameID>65770</DisplayNameID>
		<EditorNameID>65771</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1249' name='ypConsulateTufanciCorps'>
		<DBID>1846</DBID>
		<DisplayNameID>65782</DisplayNameID>
		<EditorNameID>65783</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>235.0000</InitialHitpoints>
		<MaxHitpoints>235.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Trade'>125.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Trade'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</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>18.0000</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>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Trade'>150.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1252' name='ypConsulateZweihander'>
		<DBID>1849</DBID>
		<DisplayNameID>65794</DisplayNameID>
		<EditorNameID>65795</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>125.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
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		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1253' name='ypConsulateRogersRanger'>
		<DBID>1850</DBID>
		<DisplayNameID>65798</DisplayNameID>
		<EditorNameID>65799</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1254' name='ypConsulateArmyOttoman2'>
		<DBID>1851</DBID>
		<DisplayNameID>65802</DisplayNameID>
		<EditorNameID>65803</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1255' name='ypConsulateArmyOttoman3'>
		<DBID>1852</DBID>
		<DisplayNameID>65806</DisplayNameID>
		<EditorNameID>65807</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1256' name='ypConsulateArmyPortuguese2'>
		<DBID>1853</DBID>
		<DisplayNameID>65810</DisplayNameID>
		<EditorNameID>65811</EditorNameID>
		<PopulationCount>14</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1257' name='ypConsulateArmyPortuguese3'>
		<DBID>1854</DBID>
		<DisplayNameID>65814</DisplayNameID>
		<EditorNameID>65815</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1258' name='ypConsulateArmyDutch2'>
		<DBID>1855</DBID>
		<DisplayNameID>65818</DisplayNameID>
		<EditorNameID>65819</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1259' name='ypConsulateArmyDutch3'>
		<DBID>1856</DBID>
		<DisplayNameID>65822</DisplayNameID>
		<EditorNameID>65823</EditorNameID>
		<PopulationCount>17</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1260' name='ypConsulateArmyRussian2'>
		<DBID>1857</DBID>
		<DisplayNameID>65826</DisplayNameID>
		<EditorNameID>65827</EditorNameID>
		<PopulationCount>9</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1261' name='ypConsulateArmyRussian3'>
		<DBID>1858</DBID>
		<DisplayNameID>65830</DisplayNameID>
		<EditorNameID>65831</EditorNameID>
		<PopulationCount>26</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1262' name='ypConsulateArmyBritish1'>
		<DBID>1859</DBID>
		<DisplayNameID>65834</DisplayNameID>
		<EditorNameID>65835</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1263' name='ypConsulateArmyBritish2'>
		<DBID>1860</DBID>
		<DisplayNameID>65838</DisplayNameID>
		<EditorNameID>65839</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1264' name='ypConsulateArmyBritish3'>
		<DBID>1861</DBID>
		<DisplayNameID>65842</DisplayNameID>
		<EditorNameID>65843</EditorNameID>
		<PopulationCount>27</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1265' name='ypConsulateArmySpanish2'>
		<DBID>1862</DBID>
		<DisplayNameID>65846</DisplayNameID>
		<EditorNameID>65847</EditorNameID>
		<PopulationCount>15</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1266' name='ypConsulateArmySpanish3'>
		<DBID>1863</DBID>
		<DisplayNameID>65850</DisplayNameID>
		<EditorNameID>65851</EditorNameID>
		<PopulationCount>28</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1267' name='ypConsulateArmyFrench2'>
		<DBID>1864</DBID>
		<DisplayNameID>65854</DisplayNameID>
		<EditorNameID>65855</EditorNameID>
		<PopulationCount>18</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1268' name='ypConsulateArmyFrench3'>
		<DBID>1865</DBID>
		<DisplayNameID>65858</DisplayNameID>
		<EditorNameID>65859</EditorNameID>
		<PopulationCount>27</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1269' name='ypConsulateArmyGerman1'>
		<DBID>1866</DBID>
		<DisplayNameID>65862</DisplayNameID>
		<EditorNameID>65863</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1270' name='ypConsulateArmyGerman2'>
		<DBID>1867</DBID>
		<DisplayNameID>65866</DisplayNameID>
		<EditorNameID>65867</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1271' name='ypConsulateArmyGerman3'>
		<DBID>1868</DBID>
		<DisplayNameID>65870</DisplayNameID>
		<EditorNameID>65871</EditorNameID>
		<PopulationCount>25</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>3.0000</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>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>18.0000</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>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1276' name='ypConsulatePrussianNeedleGun'>
		<DBID>1874</DBID>
		<DisplayNameID>65896</DisplayNameID>
		<EditorNameID>65897</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1277' name='ypConsulateYoungGarde'>
		<DBID>1875</DBID>
		<DisplayNameID>65900</DisplayNameID>
		<EditorNameID>65901</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1278' name='ypHowdahMansabdar'>
		<DBID>1876</DBID>
		<DisplayNameID>65939</DisplayNameID>
		<EditorNameID>65940</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1334.0000</InitialHitpoints>
		<MaxHitpoints>1334.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Food'>500.0000</Cost>
		<Cost resourcetype='Gold'>700.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarhowdah.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>66.000000</DamageCap>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1834.0000</InitialHitpoints>
		<MaxHitpoints>1834.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>130.0000</Bounty>
		<BuildBounty>130.0000</BuildBounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarmahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>130.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1280' name='ypSiegeElephantMansabdar'>
		<DBID>1878</DBID>
		<DisplayNameID>65947</DisplayNameID>
		<EditorNameID>65948</EditorNameID>
		<PopulationCount>14</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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>1400.0000</InitialHitpoints>
		<MaxHitpoints>1400.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>140.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarsiegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageBonus type='Ship'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1281' name='ypMercFlailiphantMansabdar'>
		<DBID>1879</DBID>
		<DisplayNameID>65951</DisplayNameID>
		<EditorNameID>65952</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>43.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarflailiphant.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>130.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>28.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>28.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>4.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='1' page='0' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypBerryBuilding'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1283' name='ypBerryBuilding'>
		<DBID>1882</DBID>
		<DisplayNameID>65997</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<InitialResource resourcetype='Food'>4500.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>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>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>flamingarrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>5.000000</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>5.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>morutaru.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>385.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>750.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1286' name='ypTreeBorneo'>
		<DBID>1891</DBID>
		<DisplayNameID>66051</DisplayNameID>
		<EditorNameID>66052</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1289' name='YPDockWagon'>
		<DBID>1894</DBID>
		<DisplayNameID>66101</DisplayNameID>
		<EditorNameID>66102</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Dock</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>dockwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='YPDockAsian'>2.000000</Rate>
			<Rate type='Dock'>2.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypConsulate'>3.000000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kiehi</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='0' row='0'>ypYumi</Train>
		<Train column='0' page='0' row='0'>Kihei</Train>
		<Train column='4' page='0' row='0'>ypYabusame</Train>
		<Train column='3' page='0' row='0'>ypNaginataRider</Train>
		<Train column='3' page='0' row='0'>GuntoRider</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='1' page='0' row='0'>Shaguma</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 column='10' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1294' name='ypCastleRegicide'>
		<DBID>1907</DBID>
		<DisplayNameID>66221</DisplayNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</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>18.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='10' page='1'>YPSetDaimyoAsHCGatherPoint</Command>
		<Tactics>regent.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1296' name='ypConsulateArmySPCPortuguese1'>
		<DBID>1909</DBID>
		<DisplayNameID>66242</DisplayNameID>
		<EditorNameID>66243</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1297' name='ypConsulateArmySPCPortuguese2'>
		<DBID>1910</DBID>
		<DisplayNameID>66246</DisplayNameID>
		<EditorNameID>66247</EditorNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1298' name='ypConsulateArmySPCPortuguese3'>
		<DBID>1911</DBID>
		<DisplayNameID>66250</DisplayNameID>
		<EditorNameID>66251</EditorNameID>
		<PopulationCount>33</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1299' name='ypConsulateArmySPCDutch1'>
		<DBID>1912</DBID>
		<DisplayNameID>66254</DisplayNameID>
		<EditorNameID>66255</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1300' name='ypConsulateArmySPCDutch2'>
		<DBID>1913</DBID>
		<DisplayNameID>66258</DisplayNameID>
		<EditorNameID>66259</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1301' name='ypConsulateArmySPCDutch3'>
		<DBID>1914</DBID>
		<DisplayNameID>66262</DisplayNameID>
		<EditorNameID>66263</EditorNameID>
		<PopulationCount>36</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1302' name='ypSocketTradeRoute'>
		<DBID>1915</DBID>
		<DisplayNameID>66304</DisplayNameID>
		<EditorNameID>66305</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>90.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>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>
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		<Train column='0' page='0' row='0'>NatMapucheClubman</Train>
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		<Train column='0' page='0' row='0'>ypNatChakram</Train>
		<Train column='0' page='0' row='0'>ypNatSohei</Train>
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		<Tech column='1' page='2' row='0'>NatIroquoisLeague</Tech>
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		<Tech column='1' page='2' row='0'>NatChinampa</Tech>
		<Tech column='1' page='2' row='0'>NatCottonArmor</Tech>
		<Tech column='1' page='2' row='0'>NatWarDance</Tech>
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		<Tech column='1' page='2' row='0'>NatRoadbuilding</Tech>
		<Tech column='1' page='2' row='0'>NatHuntingGrounds</Tech>
		<Tech column='1' page='2' row='0'>NatPoisonArrowFrogs</Tech>
		<Tech column='1' page='1' row='0'>ChampionAztecs</Tech>
		<Tech column='1' page='1' row='0'>ChampionCaribs</Tech>
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		<Tech column='1' page='1' row='0'>WarriorSocietyCheyenne</Tech>
		<Tech column='1' page='2' row='0'>NatKasiriBeer</Tech>
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		<Tech column='1' page='2' row='0'>YPNatBhaktiVegetarianism</Tech>
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		<Tech column='1' page='1' row='0'>ypNatDisciplinedUdasi</Tech>
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		<Tech column='1' page='2' row='0'>NatXPMapucheTactics</Tech>
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		<Tech column='1' page='2' row='0'>NatMetalworking</Tech>
		<Tech column='1' page='2' row='0'>NatPotlatch</Tech>
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		<Tech column='1' page='1' row='0'>ChampionComanche</Tech>
		<Tech column='1' page='1' row='0'>ChampionIroquois</Tech>
		<Tech column='1' page='1' row='0'>ChampionSeminoles</Tech>
		<Tech column='1' page='2' row='0'>NatChocolateRecipes</Tech>
		<Tech column='1' page='1' row='0'>NatCeremonialFeast</Tech>
		<Tech column='1' page='2' row='0'>NatTradeLanguage</Tech>
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		<Tech column='1' page='2' row='0'>NatXPApacheRaiding</Tech>
		<Tech column='1' page='2' row='0'>NatXPCheyenneFury</Tech>
		<Tech column='1' page='2' row='0'>NatXPCheyenneHorseTrading</Tech>
		<Tech column='1' page='2' row='0'>NatXPCheyenneHuntingGrounds</Tech>
		<Tech column='1' page='2' row='0'>NatXPHuronFishWedding</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyApache</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyKlamath</Tech>
		<Tech column='1' page='2' row='0'>NatForestBurning</Tech>
		<Tech column='1' page='2' row='0'>NatXPKlamathWorkEthos</Tech>
		<Tech column='1' page='2' row='0'>NatXPZapotecFoodOfTheGods</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyHuron</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyMapuche</Tech>
		<Tech column='0' page='1' row='0'>ypTradeRouteUpgradeIndia1</Tech>
		<Tech column='1' page='2' row='0'>NatGarlandWars</Tech>
		<Tech column='1' page='2' row='0'>NatSequoyahSyllabary</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyLakota</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyMaya</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyNootka</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyTupi</Tech>
		<Tech column='1' page='2' row='0'>NatDogSoldier</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyAztecs</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyCaribs</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyCherokee</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyCree</Tech>
		<Tech column='1' page='1' row='0'>WarriorSocietyIroquois</Tech>
		<Tech column='1' page='2' row='0'>NatLoyalClubman</Tech>
		<Tech column='1' page='2' row='0'>NatBlowgunnerAmbush</Tech>
		<Tech column='1' page='2' row='0'>YPNatZenMeritocracy</Tech>
		<Tech column='1' page='2' row='0'>YPNatZenMeditation</Tech>
		<Tech column='1' page='2' row='0'>YPNatUdasiGurus</Tech>
		<Tech column='1' page='2' row='0'>YPNatSufiSharia</Tech>
		<Tech column='1' page='2' row='0'>YPNatShaolinDimMak</Tech>
		<Tech column='1' page='2' row='0'>YPNatShaolinClenchedFist</Tech>
		<Tech column='1' page='2' row='0'>YPNatJesuitSmokelessPowder</Tech>
		<Tech column='1' page='2' row='0'>YPNatJesuitFlyingButtress</Tech>
		<Tech column='1' page='2' row='0'>ypNatDisciplinedBhakti</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedSufi</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedZen</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredBhakti</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredUdasi</Tech>
		<Tech column='1' page='1' row='0'>ChampionNootka</Tech>
		<Tech column='1' page='2' row='0'>YPNatZenMasterLessons</Tech>
		<Tech column='1' page='2' row='0'>YPNatSufiPilgramage</Tech>
		<Tech column='1' page='2' row='0'>YPNatSufiFasting</Tech>
		<Tech column='1' page='2' row='0'>YPNatShaolinWoodClearing</Tech>
		<Tech column='1' page='2' row='0'>YPNatJesuitSchools</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedJesuit</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedShaolin</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredShaolin</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredSufi</Tech>
		<Tech column='1' page='2' row='0'>YPNatUdasiNewYear</Tech>
		<Tech column='1' page='2' row='0'>YPNatUdasiArmyOfThePure</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredJesuit</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredZen</Tech>
		<Tech column='1' page='1' row='0'>ypTradeRouteUpgradeIndia2</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>Invulnerable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='1'>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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1305' name='ypHCChineseMan'>
		<DBID>1918</DBID>
		<DisplayNameID>66315</DisplayNameID>
		<EditorNameID>66316</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1306' name='ypHCChineseMonk'>
		<DBID>1920</DBID>
		<DisplayNameID>66323</DisplayNameID>
		<EditorNameID>66324</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1307' name='ypHCChineseNobleman'>
		<DBID>1921</DBID>
		<DisplayNameID>66327</DisplayNameID>
		<EditorNameID>66328</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1308' name='ypHCChineseNoblewoman'>
		<DBID>1922</DBID>
		<DisplayNameID>66331</DisplayNameID>
		<EditorNameID>66332</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1309' name='ypHCChineseWoman'>
		<DBID>1924</DBID>
		<DisplayNameID>66339</DisplayNameID>
		<EditorNameID>66340</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1310' name='ypHCChineseStreetPerformer'>
		<DBID>1925</DBID>
		<DisplayNameID>66343</DisplayNameID>
		<EditorNameID>66344</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1311' name='ypHCJapaneseStreetPerformer'>
		<DBID>1926</DBID>
		<DisplayNameID>66347</DisplayNameID>
		<EditorNameID>66348</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1312' name='ypHCJapaneseMonk'>
		<DBID>1927</DBID>
		<DisplayNameID>66351</DisplayNameID>
		<EditorNameID>66352</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1313' name='ypHCJapaneseRonin'>
		<DBID>1928</DBID>
		<DisplayNameID>66355</DisplayNameID>
		<EditorNameID>66356</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1314' name='ypHCJapaneseSamurai'>
		<DBID>1929</DBID>
		<DisplayNameID>66359</DisplayNameID>
		<EditorNameID>66360</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1315' name='ypHCJapanesePeasant'>
		<DBID>1930</DBID>
		<DisplayNameID>66363</DisplayNameID>
		<EditorNameID>66364</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1316' name='ypHCJapanesePeasantFemale'>
		<DBID>1931</DBID>
		<DisplayNameID>66367</DisplayNameID>
		<EditorNameID>66368</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1317' name='ypHCJapaneseLady'>
		<DBID>1932</DBID>
		<DisplayNameID>66371</DisplayNameID>
		<EditorNameID>66372</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1318' name='ypHCJapaneseGirl'>
		<DBID>1933</DBID>
		<DisplayNameID>66375</DisplayNameID>
		<EditorNameID>66376</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1319' name='ypHCJapaneseGeisha'>
		<DBID>1934</DBID>
		<DisplayNameID>66379</DisplayNameID>
		<EditorNameID>66380</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</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>134.0000</TrainPoints>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Food'>600.0000</Cost>
		<Cost resourcetype='Wood'>600.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>148.0000</TrainPoints>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>154.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Food'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>154.0000</TrainPoints>
		<Bounty>130.0000</Bounty>
		<BuildBounty>130.0000</BuildBounty>
		<Cost resourcetype='Food'>625.0000</Cost>
		<Cost resourcetype='Gold'>625.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>170.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>750.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>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>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Trade'>150.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1326' name='ypStandardArmy'>
		<DBID>1957</DBID>
		<DisplayNameID>66592</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>43.0000</Bounty>
		<BuildBounty>43.0000</BuildBounty>
		<Cost resourcetype='Food'>255.0000</Cost>
		<Cost resourcetype='Gold'>170.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>47.0000</Bounty>
		<BuildBounty>47.0000</BuildBounty>
		<Cost resourcetype='Food'>345.0000</Cost>
		<Cost resourcetype='Wood'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1328' name='ypMigrantGoats'>
		<DBID>1960</DBID>
		<DisplayNameID>67130</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>0.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</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>Economic</UnitType>
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		<UnitType>CountsTowardEconomicScore</UnitType>
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		<UnitType>Ranged</UnitType>
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		<Train row='0'>Outpost</Train>
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		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
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		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
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		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
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		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
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		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1330' name='ypMigrantArmySmall'>
		<DBID>1963</DBID>
		<DisplayNameID>67691</DisplayNameID>
		<EditorNameID>67692</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>0.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</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>
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		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train row='0'>Outpost</Train>
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		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
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		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
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		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
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		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
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		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
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		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
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		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
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		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1331' name='ypMercArsonist'>
		<DBID>1964</DBID>
		<DisplayNameID>67695</DisplayNameID>
		<EditorNameID>67696</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>3.0000</Bounty>
		<BuildBounty>3.0000</BuildBounty>
		<Cost resourcetype='Food'>25.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1333' name='ypCrateofCoin'>
		<DBID>1970</DBID>
		<DisplayNameID>67709</DisplayNameID>
		<EditorNameID>67710</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Gold'>100.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1334' name='ypCrateofFood'>
		<DBID>1971</DBID>
		<DisplayNameID>67713</DisplayNameID>
		<EditorNameID>67714</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1335' name='ypCrateofWood'>
		<DBID>1972</DBID>
		<DisplayNameID>67717</DisplayNameID>
		<EditorNameID>67718</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Wood'>100.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1336' name='ypConsulateNinja'>
		<DBID>1973</DBID>
		<DisplayNameID>68237</DisplayNameID>
		<EditorNameID>68238</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Trade'>145.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1337' name='ypConsulateRonin'>
		<DBID>1974</DBID>
		<DisplayNameID>68241</DisplayNameID>
		<EditorNameID>68242</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>29.0000</Bounty>
		<BuildBounty>29.0000</BuildBounty>
		<Cost resourcetype='Trade'>290.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>160.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>58.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1338' name='ypConsulateShinobi'>
		<DBID>1978</DBID>
		<DisplayNameID>68257</DisplayNameID>
		<EditorNameID>68258</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.8000</MaxVelocity>
		<MaxRunVelocity>6.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Trade'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>shinobi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1339' name='ypConsulateYamabushi'>
		<DBID>1979</DBID>
		<DisplayNameID>68261</DisplayNameID>
		<EditorNameID>68262</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Trade'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>yamabushi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>4.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1340' name='ypIGCMototadaHorseTrot'>
		<DBID>1989</DBID>
		<DisplayNameID>68336</DisplayNameID>
		<EditorNameID>68337</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1341' name='ypIGCKichiroHorseTrot'>
		<DBID>1990</DBID>
		<DisplayNameID>68340</DisplayNameID>
		<EditorNameID>68341</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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>
		<Command column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1342' name='ypIGCTokugawaHorseTrot'>
		<DBID>1991</DBID>
		<DisplayNameID>68344</DisplayNameID>
		<EditorNameID>68345</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>193.0000</TrainPoints>
		<Bounty>54.0000</Bounty>
		<BuildBounty>54.0000</BuildBounty>
		<Cost resourcetype='Food'>285.0000</Cost>
		<Cost resourcetype='Gold'>255.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1344' name='ypStandardArmySpawn'>
		<DBID>1994</DBID>
		<DisplayNameID>68407</DisplayNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>151.0000</TrainPoints>
		<Bounty>43.0000</Bounty>
		<BuildBounty>43.0000</BuildBounty>
		<Cost resourcetype='Food'>255.0000</Cost>
		<Cost resourcetype='Gold'>170.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>294.0000</TrainPoints>
		<Bounty>83.0000</Bounty>
		<BuildBounty>83.0000</BuildBounty>
		<Cost resourcetype='Food'>480.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>158.0000</TrainPoints>
		<Bounty>47.0000</Bounty>
		<BuildBounty>47.0000</BuildBounty>
		<Cost resourcetype='Food'>345.0000</Cost>
		<Cost resourcetype='Wood'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1347' name='ypOldHanArmySpawn'>
		<DBID>1997</DBID>
		<DisplayNameID>68416</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>153.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Food'>255.0000</Cost>
		<Cost resourcetype='Wood'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1348' name='ypImperialArmySpawn'>
		<DBID>1998</DBID>
		<DisplayNameID>68419</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>255.0000</TrainPoints>
		<Bounty>74.0000</Bounty>
		<BuildBounty>74.0000</BuildBounty>
		<Cost resourcetype='Food'>480.0000</Cost>
		<Cost resourcetype='Gold'>255.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1349' name='ypSPCWarHut'>
		<DBID>1999</DBID>
		<DisplayNameID>68422</DisplayNameID>
		<EditorNameID>68423</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='0' page='1' row='0'>EliteAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteTomahawks</Tech>
		<Tech column='1' page='1' row='0'>ChampionTomahawk</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAennas</Tech>
		<Tech column='3' page='1' row='0'>StrongWarHut</Tech>
		<Tech column='0' page='1' row='0'>GuardColonialMilitia</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMacehualtins</Tech>
		<Tech column='3' page='1' row='0'>MightyWarHut</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutBarometz</Tech>
		<Tech column='0' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryTomahawks</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutLacrosse</Tech>
		<Tech column='0' page='1' row='0'>ChampionWarBows</Tech>
		<Tech column='2' page='1' row='0'>ChampionWarRifles</Tech>
		<Tech column='0' page='1' row='0'>EliteCoyotemen</Tech>
		<Tech column='0' page='1' row='0'>EliteWarBows</Tech>
		<Tech column='1' page='1' row='0'>ChampionWarClubs</Tech>
		<Tech column='0' page='1' row='0'>VeteranColonialMilitia</Tech>
		<Tech column='0' page='1' row='0'>ChampionCoyotemen</Tech>
		<Tech column='2' page='1' row='0'>ElitePumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryCoyoteMen</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryWarClubs</Tech>
		<Tech column='1' page='1' row='0'>ChampionMacehualtins</Tech>
		<Tech column='1' page='1' row='0'>EliteWarClubs</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryWarRifles</Tech>
		<Tech column='2' page='1' row='0'>ChampionMusketWarriors</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMusketWarriors</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutWarDrums</Tech>
		<Tech column='2' page='1' row='0'>ChampionPumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryWarBows</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryPumaMen</Tech>
		<Tech column='1' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='0' page='1' row='0'>ChampionAennas</Tech>
		<Tech column='1' page='1' row='0'>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>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>warhut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1350' name='ypSPCNoblesHut'>
		<DBID>2000</DBID>
		<DisplayNameID>68426</DisplayNameID>
		<EditorNameID>68427</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>40.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>120.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='3' page='1' row='0'>GuardHussars</Tech>
		<Tech column='4' page='1' row='0'>StrongNoblesHut</Tech>
		<Tech column='0' page='2' row='0'>BigNoblesHutWarSong</Tech>
		<Tech column='0' page='1' row='0'>ChampionArrowKnight</Tech>
		<Tech column='3' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='3' page='1' row='0'>ImperialHussars</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryJaguarKnights</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryArrowKnights</Tech>
		<Tech column='1' page='1' row='0'>ChampionEagleKnight</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryEagleKnights</Tech>
		<Tech column='4' page='1' row='0'>MightyNoblesHut</Tech>
		<Tech column='2' page='1' row='0'>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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1351' name='ypGroveBuilding'>
		<DBID>2001</DBID>
		<DisplayNameID>68443</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<InitialResource resourcetype='Wood'>5000.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>CountsTowardEconomicScore</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 column='0' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypGroveBuilding'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1353' name='ypHCIndianMan'>
		<DBID>2003</DBID>
		<DisplayNameID>68458</DisplayNameID>
		<EditorNameID>68459</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1354' name='ypHCIndianMonk'>
		<DBID>2004</DBID>
		<DisplayNameID>68462</DisplayNameID>
		<EditorNameID>68463</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1355' name='ypHCIndianGentleman'>
		<DBID>2005</DBID>
		<DisplayNameID>68466</DisplayNameID>
		<EditorNameID>68467</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1356' name='ypHCIndianWoman'>
		<DBID>2006</DBID>
		<DisplayNameID>68470</DisplayNameID>
		<EditorNameID>68471</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1357' name='ypHCIndianSnakecharmer'>
		<DBID>2008</DBID>
		<DisplayNameID>68478</DisplayNameID>
		<EditorNameID>68479</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1358' name='ypHCIndianGirl'>
		<DBID>2009</DBID>
		<DisplayNameID>68482</DisplayNameID>
		<EditorNameID>68483</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			
			<Rate resource='Gold' type='ypRicePaddy'>0.310000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1359' name='ypMonkChinese2'>
		<DBID>2010</DBID>
		<DisplayNameID>68486</DisplayNameID>
		<EditorNameID>68487</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>ypShuriken</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>90.0000</Bounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='2' page='6' row='0'>PetJaguar</Train>
		<Train column='2' page='6' row='0'>WOLMonkDisciple</Train>
		<Train column='0' page='6' row='0'>YPPetPanda</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<Tech column='5' page='11' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypchinesemonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<HitPercent>20.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='Hero'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RoundhouseAttack</Name>
			<Damage>170.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Stun</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</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>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1250.0000</InitialHitpoints>
		<MaxHitpoints>1250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>200.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>750.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='10' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1361' name='ypSPCIshidaCastle'>
		<DBID>2013</DBID>
		<DisplayNameID>68543</DisplayNameID>
		<EditorNameID>68544</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>nobleshut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1362' name='ypTreeHemlock'>
		<DBID>2014</DBID>
		<DisplayNameID>68547</DisplayNameID>
		<EditorNameID>68548</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='0' row='0'>Stable</Train>
		<Train column='0' page='0' row='0'>WOLStableGreek</Train>
		<Train column='0' page='0' row='0'>Corral</Train>
		<Train column='1' page='0' row='0'>WarHut</Train>
		<Train column='0' page='0' row='0'>ypCaravanserai</Train>
		<Train column='0' page='0' row='0'>ypStableJapanese</Train>
		<Train column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Stable'>2.000000</Rate>
			<Rate type='ypStableJapanese'>2.000000</Rate>
			<Rate type='WarHut'>2.000000</Rate>
			<Rate type='ypCaravanserai'>2.000000</Rate>
			<Rate type='ypWarAcademy'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1369' name='ypConsulateArmySPCChinese1'>
		<DBID>2021</DBID>
		<DisplayNameID>68677</DisplayNameID>
		<EditorNameID>68678</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>units\asians\chinese\standard_army\standard_army_icon_64</Icon>
		<PortraitIcon>units\mercenaries\manchurian_archer\manchurian_archer_portrait</PortraitIcon>
		<RolloverTextID>68676</RolloverTextID>
		<ShortRolloverTextID>68675</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1370' name='ypConsulateArmySPCChinese2'>
		<DBID>2022</DBID>
		<DisplayNameID>68681</DisplayNameID>
		<EditorNameID>68682</EditorNameID>
		<PopulationCount>11</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>ui\home_city\hc_chinese_iron_cap_prince_army</Icon>
		<PortraitIcon>units\asians\mercenaries\iron_troop\iron_troop_icon_portrait</PortraitIcon>
		<RolloverTextID>68680</RolloverTextID>
		<ShortRolloverTextID>68679</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1371' name='ypConsulateArmySPCChinese3'>
		<DBID>2023</DBID>
		<DisplayNameID>68685</DisplayNameID>
		<EditorNameID>68686</EditorNameID>
		<PopulationCount>60</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry\halberdier\halberdier.xml</AnimFile>
		<Icon>ui\home_city\hc_chinese_ever_victorious_army</Icon>
		<PortraitIcon>ui\home_city\hc_chinese_ever_victorious_army</PortraitIcon>
		<RolloverTextID>68684</RolloverTextID>
		<ShortRolloverTextID>68683</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1372' name='ypConsulateArmySPCIndian1'>
		<DBID>2024</DBID>
		<DisplayNameID>68689</DisplayNameID>
		<EditorNameID>68690</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1373' name='ypConsulateArmySPCJapanese1'>
		<DBID>2025</DBID>
		<DisplayNameID>68693</DisplayNameID>
		<EditorNameID>68694</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1374' name='ypConsulateArmySPCIndian2'>
		<DBID>2026</DBID>
		<DisplayNameID>68697</DisplayNameID>
		<EditorNameID>68698</EditorNameID>
		<PopulationCount>24</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1375' name='ypConsulateArmySPCJapanese2'>
		<DBID>2027</DBID>
		<DisplayNameID>68701</DisplayNameID>
		<EditorNameID>68702</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1376' name='ypConsulateArmySPCIndian3'>
		<DBID>2028</DBID>
		<DisplayNameID>68705</DisplayNameID>
		<EditorNameID>68706</EditorNameID>
		<PopulationCount>30</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1377' name='ypConsulateArmySPCJapanese3'>
		<DBID>2029</DBID>
		<DisplayNameID>68709</DisplayNameID>
		<EditorNameID>68710</EditorNameID>
		<PopulationCount>30</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1378' name='ypBlackFlagArmy'>
		<DBID>2030</DBID>
		<DisplayNameID>68729</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>170.0000</Cost>
		<Cost resourcetype='Gold'>425.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1379' name='ypBlackFlagArmySpawn'>
		<DBID>2031</DBID>
		<DisplayNameID>68732</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>170.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>170.0000</Cost>
		<Cost resourcetype='Gold'>425.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='9'>TreasureShipCoin</Command>
		<Command column='0' page='9'>TreasureShipFood</Command>
		<Command column='1' page='9'>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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='9'>TreasureShipCoin</Command>
		<Command column='0' page='9'>TreasureShipFood</Command>
		<Command column='1' page='9'>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>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='9'>TreasureShipCoin</Command>
		<Command column='0' page='9'>TreasureShipFood</Command>
		<Command column='1' page='9'>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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>scoutCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>10.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1384' name='ypTreeCeylon'>
		<DBID>2040</DBID>
		<DisplayNameID>68956</DisplayNameID>
		<EditorNameID>68957</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypTradeMarketAsian'>3.000000</Rate>
			<Rate type='Market'>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1387' name='ypNatMercGurkhaJemadar'>
		<DBID>2044</DBID>
		<DisplayNameID>69139</DisplayNameID>
		<EditorNameID>69140</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>140.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>mansabdarGurkha.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1388' name='ypMuskDeer'>
		<DBID>2045</DBID>
		<DisplayNameID>69266</DisplayNameID>
		<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\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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>0.0000</TrainPoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1389' name='ypChurch'>
		<DBID>2046</DBID>
		<DisplayNameID>69283</DisplayNameID>
		<EditorNameID>69284</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>80.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Priest</Train>
		<Train column='0' page='0' row='0'>Missionary</Train>
		<Train column='0' page='0' row='0'>Imam</Train>
		<Train column='1' page='0' row='0'>xpSpy</Train>
		<Train column='2' page='0' row='0'>Surgeon</Train>
		<Tech column='9' page='1' row='0'>ChurchGalataTowerDistrict</Tech>
		<Tech column='8' page='1' row='0'>ChurchPetrineReforms</Tech>
		<Tech column='3' page='1' row='0'>ChurchGasLighting</Tech>
		<Tech column='8' page='1' row='0'>ChurchMilletSystem</Tech>
		<Tech column='9' page='1' row='0'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech column='7' page='1' row='0'>ChurchMissionFervor</Tech>
		<Tech column='8' page='1' row='0'>ChurchEconmediaManor</Tech>
		<Tech column='8' page='1' row='0'>ChurchCodeNapoleon</Tech>
		<Tech column='6' page='1' row='0'>ChurchMassCavalry</Tech>
		<Tech column='10' page='1' row='0'>ChurchStadholders</Tech>
		<Tech column='9' page='1' row='0'>ChurchWallensteinsContracts</Tech>
		<Tech column='9' page='1' row='0'>ChurchWaardgelders</Tech>
		<Tech column='10' page='1' row='0'>ChurchBashkirPonies</Tech>
		<Tech column='4' page='1' row='0'>ChurchMercantilism</Tech>
		<Tech column='8' page='1' row='0'>ChurchCorsolet</Tech>
		<Tech column='9' page='1' row='0'>ChurchGardeImperial3</Tech>
		<Tech column='8' page='1' row='0'>ChurchAbbassidMarket</Tech>
		<Tech column='9' page='1' row='0'>ChurchTopkapi</Tech>
		<Tech column='10' page='1' row='0'>ChurchRogersRangers</Tech>
		<Tech column='10' page='1' row='0'>ChurchWildGeeseSpanish</Tech>
		<Tech column='10' page='1' row='0'>ChurchTowerAndSword</Tech>
		<Tech column='9' page='1' row='0'>ChurchTanzimat</Tech>
		<Tech column='8' page='1' row='0'>ChurchCoffeeTrade</Tech>
		<Tech column='5' page='1' row='0'>ChurchStandingArmy</Tech>
		<Tech column='8' page='1' row='0'>ChurchTillysDiscipline</Tech>
		<Tech column='11' page='1' row='0'>ChurchTopcuCorps</Tech>
		<Tech column='10' page='1' row='0'>ChurchTufanciCorps</Tech>
		<Tech column='9' page='1' row='0'>ChurchBestieros</Tech>
		<Tech column='9' page='1' row='0'>ChurchKalmucks</Tech>
		<Tech column='10' page='1' row='0'>ChurchZweihander</Tech>
		<Tech column='9' page='1' row='0'>ChurchQuatrefage</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCPatriots</Tech>
		<Tech column='8' page='1' row='0'>ChurchWesternization</Tech>
		<Tech column='8' page='1' row='0'>ChurchKopruluViziers</Tech>
		<Tech column='8' page='1' row='0'>ChurchThinRedLine</Tech>
		<Tech column='8' page='1' row='0'>UniqueSPCGrandEncampment</Tech>
		<Tech column='9' page='1' row='0'>ChurchGardeImperial1</Tech>
		<Tech column='9' page='1' row='0'>ChurchGardeImperial2</Tech>
		<Tech column='2' page='1' row='0'>ChurchTownWatch</Tech>
		<Tech column='9' page='1' row='0'>ChurchBlackWatch</Tech>
		<Tech column='1' page='1' row='0'>Bastion</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCCorsolet</Tech>
		<Tech column='9' page='1' row='0'>UniqueSPCHighCrusade</Tech>
		<Tech column='7' page='1' row='0'>UniqueSPCIndianFriendship</Tech>
		<Tech column='8' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ypChurch</Train>
		<Train column='0' page='6' row='0'>Church</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Church'>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>dockwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypMonastery'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1392' name='ypSPCArrowKnight'>
		<DBID>2051</DBID>
		<DisplayNameID>69396</DisplayNameID>
		<EditorNameID>69397</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>ypspcarrowknight.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1393' name='ypCastleJapanese'>
		<DBID>2052</DBID>
		<DisplayNameID>69400</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Train column='0' page='0' row='0'>ypFlameThrower</Train>
		<Train column='0' page='0' row='0'>ypFlamingArrow</Train>
		<Train column='1' page='0' row='0'>ypHandMortar</Train>
		<Train column='1' page='0' row='0'>ypMorutaru</Train>
		<Train column='0' page='0' row='0'>ypMercFlailiphant</Train>
		<Train column='1' page='0' row='0'>ypMahout</Train>
		<Train column='2' page='0' row='0'>ypHowdah</Train>
		<Train column='3' page='0' row='0'>ypSiegeElephant</Train>
		<Train column='3' page='0' row='0'>ypBlackFlagArmy</Train>

		<Tech column='0' page='1' row='0'>YPDisciplinedFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlameThrower</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlamingArrow</Tech>
		<Tech column='3' page='1' row='0'>ypFortifiedCastle</Tech>
		<Tech column='3' page='1' row='0'>ypFrontierCastle</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlailElephant</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredSiegeElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMahout</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredHowdah</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlamingArrow</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedHowdah</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredMahout</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMorutaru</Tech>
		<Tech column='1' page='1' row='0'>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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1394' name='ypCastleIndians'>
		<DBID>2053</DBID>
		<DisplayNameID>69403</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Train column='0' page='0' row='0'>ypFlameThrower</Train>
		<Train column='0' page='0' row='0'>ypFlamingArrow</Train>
		<Train column='1' page='0' row='0'>ypHandMortar</Train>
		<Train column='1' page='0' row='0'>ypMorutaru</Train>
		<Train column='0' page='0' row='0'>ypMercFlailiphant</Train>
		<Train column='1' page='0' row='0'>ypMahout</Train>
		<Train column='2' page='0' row='0'>ypHowdah</Train>
		<Train column='3' page='0' row='0'>ypSiegeElephant</Train>
		<Train column='3' page='0' row='0'>ypBlackFlagArmy</Train>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlameThrower</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlamingArrow</Tech>
		<Tech column='3' page='1' row='0'>ypFortifiedCastle</Tech>
		<Tech column='3' page='1' row='0'>ypFrontierCastle</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlailElephant</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredSiegeElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMahout</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredHowdah</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlamingArrow</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedHowdah</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredMahout</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMorutaru</Tech>
		<Tech column='1' page='1' row='0'>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>WOLPriestAustralian</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1395' name='ypMongolianArmy'>
		<DBID>2054</DBID>
		<DisplayNameID>69406</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>77.0000</Bounty>
		<BuildBounty>77.0000</BuildBounty>
		<Cost resourcetype='Food'>495.0000</Cost>
		<Cost resourcetype='Wood'>270.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1396' name='ypMongolianArmySpawn'>
		<DBID>2055</DBID>
		<DisplayNameID>69409</DisplayNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>258.0000</TrainPoints>
		<Bounty>77.0000</Bounty>
		<BuildBounty>77.0000</BuildBounty>
		<Cost resourcetype='Food'>495.0000</Cost>
		<Cost resourcetype='Wood'>270.0000</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1397' name='ypIGCPhysicspopper'>
		<DBID>2057</DBID>
		<DisplayNameID>69425</DisplayNameID>
		<EditorNameID>69426</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1250.0000</InitialHitpoints>
		<MaxHitpoints>1250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.8000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>ypigcphysicspopper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='1' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypCastle'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1399' name='ypRepentantBarbaryCorsair'>
		<DBID>2059</DBID>
		<DisplayNameID>69493</DisplayNameID>
		<EditorNameID>69494</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>315.0000</InitialHitpoints>
		<MaxHitpoints>315.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>520.0000</InitialHitpoints>
		<MaxHitpoints>520.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>23.0000</TrainPoints>
		<Bounty>27.0000</Bounty>
		<BuildBounty>27.0000</BuildBounty>
		<Cost resourcetype='Gold'>270.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1402' name='ypRepentantFusilier'>
		<DBID>2062</DBID>
		<DisplayNameID>69505</DisplayNameID>
		<EditorNameID>69506</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</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>3.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Gold'>1200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type='xpArrowKnight'>0.500000</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>18.0000</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>295.0000</InitialHitpoints>
		<MaxHitpoints>295.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>121.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>240.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1405' name='ypRepentantHighlander'>
		<DBID>2065</DBID>
		<DisplayNameID>69517</DisplayNameID>
		<EditorNameID>69518</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1406' name='ypRepentantJaeger'>
		<DBID>2066</DBID>
		<DisplayNameID>69521</DisplayNameID>
		<EditorNameID>69522</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1407' name='ypRepentantLandsknecht'>
		<DBID>2067</DBID>
		<DisplayNameID>69525</DisplayNameID>
		<EditorNameID>69526</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\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>430.0000</InitialHitpoints>
		<MaxHitpoints>430.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>22.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>240.0000</Cost>
		<ScoreValue>24.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>72.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>54.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</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>18.0000</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>1450.0000</InitialHitpoints>
		<MaxHitpoints>1450.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>60.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Gold'>220.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<Damage>27.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1410' name='ypRepentantNinja'>
		<DBID>2070</DBID>
		<DisplayNameID>69537</DisplayNameID>
		<EditorNameID>69538</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ninja.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1411' name='ypRepentantRonin'>
		<DBID>2071</DBID>
		<DisplayNameID>69541</DisplayNameID>
		<EditorNameID>69542</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>160.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>58.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>58.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</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>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Bosniak\bosniak_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Bosniak Lancer_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Bosniak Lancer_BIG</PortraitIcon>
		<RolloverTextID>69544</RolloverTextID>
		<ShortRolloverTextID>69543</ShortRolloverTextID>
		<InitialHitpoints>585.0000</InitialHitpoints>
		<MaxHitpoints>585.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>26.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1413' name='ypRepentantSwissPikeman'>
		<DBID>2073</DBID>
		<DisplayNameID>69549</DisplayNameID>
		<EditorNameID>69550</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>18.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<ScoreValue>16.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1414' name='ypRepentantArsonist'>
		<DBID>2074</DBID>
		<DisplayNameID>69553</DisplayNameID>
		<EditorNameID>69554</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>140.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1415' name='ypRepentantIronTroop'>
		<DBID>2075</DBID>
		<DisplayNameID>69557</DisplayNameID>
		<EditorNameID>69558</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</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>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageArea>3.000000</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>18.0000</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>540.0000</InitialHitpoints>
		<MaxHitpoints>540.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1418' name='ypRepentantOutlawPistol'>
		<DBID>2078</DBID>
		<DisplayNameID>69569</DisplayNameID>
		<EditorNameID>69570</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</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>18.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1420' name='ypRepentantOutlawRifleman'>
		<DBID>2080</DBID>
		<DisplayNameID>69577</DisplayNameID>
		<EditorNameID>69578</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1421' name='ypRepentantPirate'>
		<DBID>2081</DBID>
		<DisplayNameID>69581</DisplayNameID>
		<EditorNameID>69582</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1422' name='ypRepentantDacoit'>
		<DBID>2082</DBID>
		<DisplayNameID>69585</DisplayNameID>
		<EditorNameID>69586</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1423' name='ypRepentantThuggee'>
		<DBID>2083</DBID>
		<DisplayNameID>69589</DisplayNameID>
		<EditorNameID>69590</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1424' name='ypRepentantBlindMonk'>
		<DBID>2084</DBID>
		<DisplayNameID>69593</DisplayNameID>
		<EditorNameID>69594</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>wokouMonk.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>23.0000</Bounty>
		<BuildBounty>23.0000</BuildBounty>
		<Cost resourcetype='Gold'>115.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</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>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>70.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wokouCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1427' name='ypRepentantWaywardRonin'>
		<DBID>2087</DBID>
		<DisplayNameID>69605</DisplayNameID>
		<EditorNameID>69606</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>wokouInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Bank'>3.000000</Rate>
			<Rate type='ypBankAsian'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1429' name='ypStunStars'>
		<DBID>2092</DBID>
		<DisplayNameID>69636</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\attachments\stun_stars.xml</AnimFile>
		<Lifespan>0.0000</Lifespan>
		<LOS>0.0000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>3.0000</Bounty>
		<BuildBounty>3.0000</BuildBounty>
		<Cost resourcetype='Food'>25.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</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>18.0000</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>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>ypspcedwardson.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='10' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='11' page='6' row='0'>Corral</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>Longhouse</Train>
		<Train column='5' page='6' row='0'>Plantation</Train>
		<Train column='5' page='6' row='0'>WOLPlantationIroquois</Train>
		<Train column='4' page='6' row='0'>Farm</Train>
		<Train column='4' page='6' row='0'>WOLFarmIroquois</Train>
		<Train column='3' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>WOLMarketIroquois</Train>
		<Train column='2' page='6' row='0'>Dock</Train>
		<Train column='1' page='6' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>0.0000</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>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Gold'>100.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1436' name='ypCrateofFood1'>
		<DBID>2101</DBID>
		<DisplayNameID>69839</DisplayNameID>
		<EditorNameID>69840</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1437' name='ypCrateofWood1'>
		<DBID>2102</DBID>
		<DisplayNameID>69843</DisplayNameID>
		<EditorNameID>69844</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</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>1.0000</LOS>
		<InitialResource resourcetype='Wood'>100.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1438' name='ypEggIceCreamTruck'>
		<DBID>2106</DBID>
		<DisplayNameID>69960</DisplayNameID>
		<EditorNameID>69961</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>16.0000</MaxVelocity>
		<MaxRunVelocity>18.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</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>60000.0000</InitialHitpoints>
		<MaxHitpoints>60000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>monstertruck.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1439' name='ypEggHotDogCart'>
		<DBID>2107</DBID>
		<DisplayNameID>69964</DisplayNameID>
		<EditorNameID>69965</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</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>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>34.0000</Bounty>
		<BuildBounty>34.0000</BuildBounty>
		<Cost resourcetype='Wood'>170.0000</Cost>
		<Cost resourcetype='Gold'>170.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>flamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>0.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1440' name='ypIGCIndianVillager'>
		<DBID>2114</DBID>
		<DisplayNameID>70017</DisplayNameID>
		<EditorNameID>70018</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>24.0000</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 column='4' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='7' page='10'>SetHomeCityGatherPoint</Command>
	</Unit>
	<Unit id='1441' name='ypSPCPravar'>
		<DBID>2115</DBID>
		<DisplayNameID>70059</DisplayNameID>
		<EditorNameID>70060</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='2' page='0' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='0' row='0'>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 column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='2' page='10'>Stop</Command>
		<Tactics>ypspcnanib.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</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>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>ypindianmonk.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='WarHut'>1.000000</Rate>
			<Rate type='ArtilleryDepot'>1.000000</Rate>
			<Rate type='Corral'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1443' name='ypGoatFat'>
		<DBID>2117</DBID>
		<DisplayNameID>70086</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>0.750000</Rate>
			<Rate type='Farm'>0.750000</Rate>
			<Rate type='WOLFarmIroquois'>0.750000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='ypVillage'>0.750000</Rate>
			<Rate type='YPLivestockPenAsian'>0.750000</Rate>
			<Rate type='AFRICANgranary'>0.7500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.7500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>0.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</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 column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
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		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
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		<EditorNameID>70093</EditorNameID>
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		<Bounty>20.0000</Bounty>
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		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
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		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='1447' name='ypIrregularIndians'>
		<DBID>2121</DBID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1448' name='ypPeasantIndians'>
		<DBID>2122</DBID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ypCastle</Train>
		<Flag>CollidesWithProjectiles</Flag>
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		<PhysicsInfo>house</PhysicsInfo>
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		<Tech column='0' page='1' row='0'>ypTradeRouteUpgrade2</Tech>
		<Tech column='1' page='1' row='0'>ChampionNootka</Tech>
		<Tech column='1' page='2' row='0'>YPNatZenMasterLessons</Tech>
		<Tech column='1' page='2' row='0'>YPNatSufiPilgramage</Tech>
		<Tech column='1' page='2' row='0'>YPNatSufiFasting</Tech>
		<Tech column='1' page='2' row='0'>YPNatShaolinWoodClearing</Tech>
		<Tech column='3' page='2' row='0'>YPNatJesuitSchools</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedJesuit</Tech>
		<Tech column='1' page='1' row='0'>ypNatDisciplinedShaolin</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredShaolin</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredSufi</Tech>
		<Tech column='1' page='2' row='0'>YPNatUdasiNewYear</Tech>
		<Tech column='1' page='2' row='0'>YPNatUdasiArmyOfThePure</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredJesuit</Tech>
		<Tech column='1' page='1' row='0'>ypNatHonoredZen</Tech>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='1'>FourOfAKind</Command>
		<Tactics>tradingpost.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1451' name='YPCoveredWagonJapan'>
		<DBID>2125</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>TownCenter</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1452' name='YPCoveredWagonIndians'>
		<DBID>2126</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>TownCenter</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1453' name='YPCastleWagonJapan'>
		<DBID>2127</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypCastle'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1454' name='ypRickshawIndian'>
		<DBID>2128</DBID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</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>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1455' name='ypPropsBlossomFall'>
		<DBID>2129</DBID>
		<DisplayNameID>70259</DisplayNameID>
		<EditorNameID>70260</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\japanese_cinematic_blossoms.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>nativescout.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</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>18.0000</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>1100.0000</InitialHitpoints>
		<MaxHitpoints>1100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>daimyo.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>90.000000</DamageCap>
			<DamageArea>3.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ypSacredField'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1459' name='ypNuggetMongolScout'>
		<DBID>2136</DBID>
		<DisplayNameID>70424</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<CarryCapacity resourcetype='Food'>500.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.000000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train row='0'>Outpost</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='4' page='1' row='0'>TradingPost</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='3' page='1' row='0'>TownCenter</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='FirePit'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
			<Rate type='AbstractWonder'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</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>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WarHut'>2.000000</Rate>
			<Rate type='Blockhouse'>2.000000</Rate>
			<Rate type='Outpost'>2.000000</Rate>
			<Rate type='YPOutpostAsian'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1463' name='Volunteer'>
		<DBID>2142</DBID>
		<DisplayNameID>70525</DisplayNameID>
		<EditorNameID>70528</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Volunteer\volunteer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\volunteer_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\volunteer_portrait</PortraitIcon>
		<RolloverTextID>70526</RolloverTextID>
		<ShortRolloverTextID>70527</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<AutoAttackRange>18.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<!-- Command column='4' page='10'>Guard</Command -->
		<Tactics>trenchsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrenchRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1464' name='Carabinero'>
		<DBID>2143</DBID>
		<DisplayNameID>70529</DisplayNameID>
		<EditorNameID>70532</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Carabinero\carabinero.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\carabinero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\carabinero_portrait</PortraitIcon>
		<RolloverTextID>70530</RolloverTextID>
		<ShortRolloverTextID>70531</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1465' name='Bacamartero'>
		<DBID>2144</DBID>
		<DisplayNameID>70533</DisplayNameID>
		<EditorNameID>70534</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>25.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Bacamartero\bacamartero.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Bacamartero\bacamartero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Bacamartero\bacamartero_portrait</PortraitIcon>
		<RolloverTextID>70535</RolloverTextID>
		<ShortRolloverTextID>70536</ShortRolloverTextID>
		<InitialHitpoints>280.0000</InitialHitpoints>
		<MaxHitpoints>280.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>15.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractSiegeTrooper</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bacamartero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1466' name='CanonDorado'>
		<DBID>2145</DBID>
		<DisplayNameID>70537</DisplayNameID>
		<EditorNameID>70538</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>2.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Canon Dorado\canondorado.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\canondorado</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\canondoradoBIG</PortraitIcon>
		<RolloverTextID>70540</RolloverTextID>
		<ShortRolloverTextID>70539</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>120.0000</TrainPoints>
		<Bounty>85.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>550.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1468' name='HospitalWagon'>
		<DBID>2147</DBID>
		<DisplayNameID>70545</DisplayNameID>
		<EditorNameID>70546</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\trade\supply_cart\supply_cart_bank.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70547</RolloverTextID>
		<ShortRolloverTextID>70548</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>hospital</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Hospital'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1469' name='MountedCassador'>
		<DBID>2148</DBID>
		<DisplayNameID>70549</DisplayNameID>
		<EditorNameID>70550</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\mounted cassador\mountedcassador_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\cassadormontado_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\cassadormontado_portrait</PortraitIcon>
		<RolloverTextID>70551</RolloverTextID>
		<ShortRolloverTextID>70552</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1471' name='Jesuit'>
		<DBID>2150</DBID>
		<DisplayNameID>70557</DisplayNameID>
		<EditorNameID>70558</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\jesuit\jesuitpriest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\jesuit_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\jesuit_portrait</PortraitIcon>
		<RolloverTextID>70559</RolloverTextID>
		<ShortRolloverTextID>70560</ShortRolloverTextID>
		<InitialHitpoints>460.0000</InitialHitpoints>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>10.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Melee' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</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>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='1' page='6' row='0'>Church</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='0' row='0'>WOTTANatGuaraniRifleman</Train>
		<Train column='1' page='0' row='0'>WOTTANatOrderKnight</Train>
		<Train column='2' page='0' row='0'>WOTTANatOrderSwordsman</Train>
		<Train column='3' page='0' row='0'>WOTTANatMiquelet</Train>
		<Train column='4' page='0' row='0'>WOTTANatCaptainDoMato</Train>
		<Train column='5' page='0' row='0'>WOTTANatApolicaneRider</Train>
		<Train column='6' page='0' row='0'>WOTTANatMaroon</Train>
		<Train column='7' page='0' row='0'>WOTTANatChola</Train>
		<Train column='8' page='0' row='0'>WOTTANatCangaceiro</Train>
		<Train column='9' page='0' row='0'>WOTTANatPirate</Train>
		<Train column='0' page='0' row='0'>ypNatChakram</Train>
		<Train column='1' page='0' row='0'>ypNatConquistador</Train>
		<Train column='1' page='0' row='0'>NatApolicaneRider</Train>
		<Train column='2' page='0' row='0'>ypNatRattanShield</Train>
		<Train column='3' page='0' row='0'>ypNatTigerClaw</Train>
		<Train column='4' page='0' row='0'>ypNatWarElephant</Train>
		<Train column='0' page='0' row='0'>NatBolasWarrior</Train>
		<Train column='2' page='0' row='0'>NatBlowgunWarrior</Train>
		<Train column='17' page='0' row='0'>NativeScout</Train>
		<Train column='19' page='0' row='0'>NatMedicineMan</Train>
		<Train column='0' page='0' row='0'>NatApacheCavalry</Train>
		<Train column='1' page='0' row='0'>NatBlackwoodArcher</Train>
		<Train column='3' page='0' row='0'>NatCheyenneRider</Train>
		<Train column='4' page='0' row='0'>NatClubman</Train>
		<Train column='5' page='0' row='0'>NatHolcanSpearman</Train>
		<Train column='6' page='0' row='0'>NatHorseArcher</Train>
		<Train column='7' page='0' row='0'>NatHuaminca</Train>
		<Train column='8' page='0' row='0'>NatHuronMantlet</Train>
		<Train column='9' page='0' row='0'>NatKlamathRifleman</Train>
		<Train column='10' page='0' row='0'>NatLightningWarrior</Train>
		<Train column='11' page='0' row='0'>NatMapucheClubman</Train>
		<Train column='12' page='0' row='0'>NatNavajoRifleman</Train>
		<Train column='13' page='0' row='0'>NatRifleman</Train>
		<Train column='14' page='0' row='0'>NatSharktoothBowman</Train>
		<Train column='15' page='0' row='0'>NatTracker</Train>
		<Train column='5' page='0' row='0'>ypNatSohei</Train>
		<Train column='0' page='0' row='0'>Natpirate</Train>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>jesuit.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Towncenter'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='TradingPost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1472' name='Villero'>
		<DBID>2151</DBID>
		<DisplayNameID>70561</DisplayNameID>
		<EditorNameID>70562</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\paraguayans\villero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\villero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\villero_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70563</RolloverTextID>
		<ShortRolloverTextID>70564</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='1' page='6' row='0'>LivestockPen</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>WallConnector</Train>
		<Train column='3' page='6' row='0'>Plantation</Train>
		<Train column='1' page='255'>WallStraight5</Train>
		<Train column='1' page='255'>WallStraight2</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>Tent</Train>
		<Train column='5' page='6' row='0'>Fishery</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>villero.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.200000</Rate>
			<Rate type='House'>1.200000</Rate>
			<Rate type='Manor'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.250000</Rate>
			<Rate type='AbstractMine'>0.300000</Rate>
			<Rate type='Plantation'>0.250000</Rate>
			<Rate type='WOLPlantationIroquois'>0.250000</Rate>
			<Rate type='Fazenda'>0.250000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>0.420000</Rate>
			<Rate type='AppleTree'>0.335000</Rate>
			<Rate type='BananaBush'>0.335000</Rate>
			<Rate type='BerryBush'>0.335000</Rate>
			<Rate type='BerryBushSertao'>0.335000</Rate>
			<Rate type='Breadfruit'>0.335000</Rate>
			<Rate type='BushTomato'>0.335000</Rate>
			<Rate type='Coconut'>0.335000</Rate>
			<Rate type='CoconutPalm'>0.335000</Rate>
			<Rate type='CoffeePlant'>0.335000</Rate>
			<Rate type='DatePalm'>0.335000</Rate>
			<Rate type='GrapeBush'>0.335000</Rate>
			<Rate type='JabuticabaBush'>0.335000</Rate>
			<Rate type='KiwiFruit'>0.335000</Rate>
			<Rate type='MacadamiaTree'>0.335000</Rate>
			<Rate type='Mushrooms'>0.335000</Rate>
			<Rate type='OrangeTree'>0.335000</Rate>
			<Rate type='Peanuts'>0.335000</Rate>
			<Rate type='Pomegranate'>0.335000</Rate>
			<Rate type='SugarCaneBush'>0.335000</Rate>
			<Rate type='Watermelon'>0.335000</Rate>
			<Rate type='Farm'>0.250000</Rate>
			<Rate type='WOLFarmIroquois'>0.250000</Rate>
			<Rate type='Mill'>0.335000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>0.500000</Rate>
			<Rate type='Herdable'>0.500000</Rate>
			<Rate type='Tree'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1473' name='AfricanSlave'>
		<DBID>2152</DBID>
		<DisplayNameID>70565</DisplayNameID>
		<EditorNameID>70566</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\african slave\africanslave.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\slave_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\slave_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70567</RolloverTextID>
		<ShortRolloverTextID>70568</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>25</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='0'>ypconsulate</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Congress</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>NABarn</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Lookout</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Bunker</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFazendaFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.00001</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFazendaWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.00001</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Fazenda'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1474' name='FoodFactory'>
		<DBID>2153</DBID>
		<DisplayNameID>70569</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PopulationCount>5</PopulationCount>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\foodworks.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\foodfactory</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\foodworks_portrait</PortraitIcon>
		<RolloverTextID>70570</RolloverTextID>
		<ShortRolloverTextID>70571</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>350.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Tech column='0' page='0' row='1'>PYFactoryfood1</Tech>
		<Tech column='0' page='0' row='1'>PYFactoryfood2</Tech>
		<Tech column='0' page='0' row='1'>PYFactoryfood3</Tech>
		<Tech column='2' page='1' row='1'>WOTTAstrike</Tech>
		<Tech column='1' page='1' row='1'>WOTTAlunchbreak</Tech>
		<Tech column='1' page='1' row='1'>WOTTAlargecauldron</Tech>
		<Flag>ForcePopulationImpactWhenPlaced</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>HeroName2</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>pyfactories.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1475' name='WoodFactory'>
		<DBID>2154</DBID>
		<DisplayNameID>70572</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PopulationCount>5</PopulationCount>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\woodworks.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\woodfactory</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\woodworks_portrait</PortraitIcon>
		<RolloverTextID>70573</RolloverTextID>
		<ShortRolloverTextID>70574</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<Cost resourcetype='Food'>175.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Flag>HeroName2</Flag>
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Tech column='0' page='0' row='1'>PYFactorywood1</Tech>
		<Tech column='0' page='0' row='1'>PYFactorywood2</Tech>
		<Tech column='0' page='0' row='1'>PYFactorywood3</Tech>
		<Tech column='2' page='1' row='1'>WOTTAstrike</Tech>
		<Tech column='1' page='1' row='1'>WOTTAredbrickwall</Tech>
		<Tech column='1' page='1' row='1'>WOTTAconcretemixer</Tech>
		<Flag>ForcePopulationImpactWhenPlaced</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11' row='0'>Abilities</Command>
		<Tactics>pyfactories.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Wood'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1476' name='GoldFactory'>
		<DBID>2155</DBID>
		<DisplayNameID>70575</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PopulationCount>5</PopulationCount>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\goldworks.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Flag>HeroName2</Flag>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\goldfactory</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\goldworks_portrait</PortraitIcon>
		<RolloverTextID>70576</RolloverTextID>
		<ShortRolloverTextID>70577</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>175.0000</Cost>
		<Cost resourcetype='Food'>175.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Tech column='0' page='0' row='1'>PYFactorygold1</Tech>
		<Tech column='0' page='0' row='1'>PYFactorygold2</Tech>
		<Tech column='0' page='0' row='1'>PYFactorygold3</Tech>
		<Tech column='2' page='1' row='1'>WOTTAstrike</Tech>
		<Tech column='1' page='1' row='1'>WOTTAturnshift</Tech>
		<Flag>ForcePopulationImpactWhenPlaced</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11' row='0'>Abilities</Command>
		<Tactics>pyfactories.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1478' name='Heavyworks'>
		<DBID>2157</DBID>
		<DisplayNameID>70582</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PopulationCount>10</PopulationCount>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\ironworks.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\heavyworks</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\ironworks_portrait</PortraitIcon>
		<RolloverTextID>70583</RolloverTextID>
		<ShortRolloverTextID>70584</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Train column='1' page='0' row='0'>Cohete</Train>
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Tech column='0' page='1' row='1'>PYFactoryheavy1</Tech>
		<Tech column='0' page='1' row='1'>PYFactoryheavy2</Tech>
		<Tech column='2' page='1' row='0'>ImperialCanon</Tech>
		<Tech column='1' page='1' row='0'>CoheteRubro</Tech>
		<Tech column='1' page='1' row='0'>ImperialCohete</Tech>
		<Tech column='1' page='1' row='1'>WOTTAholedcannonballs</Tech>
		<Tech column='1' page='1' row='1'>WOTTAthincannons</Tech>
		<Tech column='4' page='1' row='1'>WOTTAironforge</Tech>
		<Tech column='2' page='1' row='1'>WOTTAsteamengine</Tech>
		<Tech column='3' page='1' row='1'>WOTTAlamps</Tech>
		<Tech column='3' page='1' row='1'>WOTTAelectricity</Tech>
		<Tech column='5' page='1' row='1'>WOTTAastillero</Tech>
		<Flag>ForcePopulationImpactWhenPlaced</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>HeroName2</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='1' row='0'>Abilities</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1479' name='RegimentalLancer'>
		<DBID>2158</DBID>
		<DisplayNameID>70585</DisplayNameID>
		<EditorNameID>70586</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\lancer\lancer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\regimental_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\regimental_portrait</PortraitIcon>
		<RolloverTextID>70587</RolloverTextID>
		<ShortRolloverTextID>70588</ShortRolloverTextID>
		<InitialHitpoints>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1480' name='Engineer'>
		<DBID>2159</DBID>
		<DisplayNameID>70589</DisplayNameID>
		<EditorNameID>70590</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\paraguayans\engineer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nate_black\nate_black_portrait</Icon>
		<PortraitIcon>units\spc\nate_black\nate_black_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70591</RolloverTextID>
		<ShortRolloverTextID>70592</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='24' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='0'>FoodFactory</Train>
		<Train column='20' page='6' row='0'>WoodFactory</Train>
		<Train column='21' page='6' row='0'>GoldFactory</Train>
		<Train column='22' page='6' row='0'>Heavyworks</Train>
		<Train column='23' page='6' row='0'>TownCenter</Train>
		<Train column='18' page='6' row='0'>ypconsulate</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>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>engineer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='Building'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<ROF>1.500000</ROF>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1481' name='Officer'>
		<DBID>2160</DBID>
		<DisplayNameID>70593</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\colombians\officer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\icons\bolivar</Icon>
		<PortraitIcon>units\spc\bolivar\bolivar_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70594</RolloverTextID>
		<ShortRolloverTextID>70595</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>officer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack2</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack2</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>2250.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1482' name='Vanguardia'>
		<DBID>2161</DBID>
		<DisplayNameID>70596</DisplayNameID>
		<EditorNameID>70597</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Primero\primero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\primerosmall</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\primerobig</PortraitIcon>
		<RolloverTextID>70598</RolloverTextID>
		<ShortRolloverTextID>70599</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1483' name='TransportCart'>
		<DBID>2162</DBID>
		<DisplayNameID>70600</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\Transport Cart\wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\transportwagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\transportwagon_portrait</PortraitIcon>
		<RolloverTextID>70601</RolloverTextID>
		<ShortRolloverTextID>70602</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<MaxContained>10</MaxContained>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<Flag>AllowAutoGarrison</Flag>
		<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>
		<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>
		<Contain>AbstractInfantry</Contain>
		<Contain>AbstractVillager</Contain>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>transportwagon.tactics</Tactics>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1484' name='Pig'>
		<DBID>8</DBID>
		<DisplayNameID>70603</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Delta\Animals\pig\pig.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\icons\pig_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\pigbig</PortraitIcon>
		<RolloverTextID>70604</RolloverTextID>
		<ShortRolloverTextID>70605</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<Flag>CivSpecificText</Flag>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>Food</UnitType>
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>0.500000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='AFRICANgranary'>0.500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainPigs</Name>
			<Rate type='Pig'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1485' name='MountedSettler'>
		<DBID>2163</DBID>
		<DisplayNameID>70606</DisplayNameID>
		<EditorNameID>70607</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>16.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Gaucho\settler_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\gaucho_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\gaucho_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70608</RolloverTextID>
		<ShortRolloverTextID>70609</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>mountedsettler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>1.500000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1486' name='Gatherer'>
		<DBID>2164</DBID>
		<DisplayNameID>70610</DisplayNameID>
		<EditorNameID>70611</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tupi\gatherer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\gatherer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\gatherer_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70612</RolloverTextID>
		<ShortRolloverTextID>70613</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='4' page='6' row='0'>Plantation</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>Wigham</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>SANmonument</Train>
		<Train column='0' page='6' row='0'>SANmonument2</Train>
		<Train column='0' page='6' row='0'>SANmonument3</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>WOLLonghouseTupi</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='4' page='6' row='0'>tupiCorral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='19' page='6' row='0'>TownCenter</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>gatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='AppleTree'>0.680000</Rate>
			<Rate type='BananaBush'>0.680000</Rate>
			<Rate type='BerryBush'>0.680000</Rate>
			<Rate type='BerryBushSertao'>0.680000</Rate>
			<Rate type='Breadfruit'>0.680000</Rate>
			<Rate type='BushTomato'>0.680000</Rate>
			<Rate type='Coconut'>0.680000</Rate>
			<Rate type='CoconutPalm'>0.680000</Rate>
			<Rate type='CoffeePlant'>0.680000</Rate>
			<Rate type='DatePalm'>0.680000</Rate>
			<Rate type='GrapeBush'>0.680000</Rate>
			<Rate type='JabuticabaBush'>0.680000</Rate>
			<Rate type='KiwiFruit'>0.680000</Rate>
			<Rate type='MacadamiaTree'>0.680000</Rate>
			<Rate type='Mushrooms'>0.680000</Rate>
			<Rate type='OrangeTree'>0.680000</Rate>
			<Rate type='Peanuts'>0.680000</Rate>
			<Rate type='Pomegranate'>0.680000</Rate>
			<Rate type='SugarCaneBush'>0.680000</Rate>
			<Rate type='Watermelon'>0.680000</Rate>
			<Rate type='Farm'>0.600000</Rate>
			<Rate type='WOLFarmIroquois'>0.600000</Rate>
			<Rate type='Mill'>0.700000</Rate>
			<Rate type='WOLPasture'>0.700000</Rate>
			<Rate type='Wigham'>0.650000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1487' name='Hunter'>
		<DBID>2165</DBID>
		<DisplayNameID>70614</DisplayNameID>
		<EditorNameID>70615</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Hunter\hunter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Tupi\hunterSMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\hunterBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70616</RolloverTextID>
		<ShortRolloverTextID>70617</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='4' page='6' row='0'>Plantation</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>Wigham</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>SANmonument</Train>
		<Train column='0' page='6' row='0'>SANmonument2</Train>
		<Train column='0' page='6' row='0'>SANmonument3</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>WOLLonghouseTupi</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='4' page='6' row='0'>TupiCorral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='19' page='6' row='0'>TownCenter</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>hunter.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='Herdable'>2.240000</Rate>
			<Rate type='Huntable'>0.630000</Rate>
			<Rate type='Prisoner'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherFish</Name>
			<Rate type='AbstractFish'>1.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herbable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1488' name='Wigham'>
		<DBID>2166</DBID>
		<DisplayNameID>70618</DisplayNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>2.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\tupi_oca\oca.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>wigham.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\wigwam</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\wigwam_portrait</PortraitIcon>
		<RolloverTextID>70619</RolloverTextID>
		<ShortRolloverTextID>70620</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<GathererLimit>5</GathererLimit>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<Tech column='0' page='1' row='1'>FootPlough</Tech>
		<Tech column='0' page='1' row='1'>Fertilizers</Tech>
		<Tech column='0' page='1' row='1'>TerracedFarming</Tech>
		<Tech column='0' page='1' row='1'>Camellones</Tech>
		<Tech column='0' page='1' row='1'>Sedentarism</Tech>
		<Tech column='0' page='1' row='1'>ManiocPlantation</Tech>
		<Tech column='0' page='1' row='1'>Pineapplecultivation</Tech>
		<Tech column='0' page='1' row='1'>Farming</Tech>
		<Tech column='0' page='2' row='0'>BigFarmTropical</Tech>
		<Tech column='0' page='2' row='0'>Ayllu</Tech>
		<Tech column='0' page='2' row='0'>BigOcaMerken</Tech>
		<Tech column='0' page='2' row='0'>BigWighamUrns</Tech>
		<Tech column='0' page='2' row='0'>WOTTAinfantry01LA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry02LA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry03LA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry04LA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry01LA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry02LA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03LA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04LA</Tech>
		<Tech column='4' page='4' row='0'>WOTTAcavalry05LA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery01LA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02LA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery03LA</Tech>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Economic</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>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<UnitType>AbstractMine</UnitType>
		<UnitType>MinedResource</UnitType>
		<Tactics>mill.tactics</Tactics>
	</Unit>
	<Unit id='1490' name='CrateofSilver'>
		<DBID>2168</DBID>
		<DisplayNameID>70624</DisplayNameID>
		<EditorNameID>70625</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\silversmall.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Crates\generate_silver_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Crates\generate_silver_portrait</PortraitIcon>
		<RolloverTextID>70626</RolloverTextID>
		<ShortRolloverTextID>70627</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Gold'>110.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractResourceCrate</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>EmbellishmentClass</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1491' name='CrateofSilverLarge'>
		<DBID>2169</DBID>
		<DisplayNameID>70628</DisplayNameID>
		<EditorNameID>70629</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\silverbig.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Crates\generate_silver_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Crates\generate_silver_portrait</PortraitIcon>
		<RolloverTextID>70630</RolloverTextID>
		<ShortRolloverTextID>70631</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Gold'>550.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>Gold</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>ObscuredByUnits</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1492' name='Lookout'>
		<DBID>2170</DBID>
		<DisplayNameID>70632</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\lookout.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2outpost</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\lookout_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\lookout_portrait</PortraitIcon>
		<RolloverTextID>70633</RolloverTextID>
		<ShortRolloverTextID>70634</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Tech column='0' page='0' row='0'>WOTTAtower01NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAtower02NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch02NA</Tech>
		<Tech column='1' page='0' row='0'>NAtechUSAuniquetechunion01</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>
		<Tactics>house.tactics</Tactics>
		<Command column='3' page='10'>Delete</Command>
	</Unit>
	<Unit id='1493' name='ArgentineExplorer'>
		<DBID>2171</DBID>
		<DisplayNameID>70635</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mounted Explorer\explorer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\argexplorer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\argexplorer_portrait</PortraitIcon>
		<RolloverTextID>70636</RolloverTextID>
		<ShortRolloverTextID>70637</ShortRolloverTextID>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>22823</RolloverTextID>
		<ShortRolloverTextID>25633</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>argentineexplorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1494' name='Bandeirante'>
		<DBID>2172</DBID>
		<DisplayNameID>70638</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\bandeirante\bandeirante.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Icon>War of the Triple Alliance\icons\bandeirante_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\bandeirante_portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70639</RolloverTextID>
		<ShortRolloverTextID>70640</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Hero</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1495' name='Acacaraya'>
		<DBID>2173</DBID>
		<DisplayNameID>70641</DisplayNameID>
		<EditorNameID>70642</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.000</MaxVelocity>
		<MaxRunVelocity>8.000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Acacaraya\acacaraya_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\acacaraya_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\acacaraya_portrait</PortraitIcon>
		<RolloverTextID>70643</RolloverTextID>
		<ShortRolloverTextID>70644</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1496' name='TupiCorral'>
		<DBID>2174</DBID>
		<DisplayNameID>70645</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\livestock\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>70646</RolloverTextID>
		<ShortRolloverTextID>70647</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Tech column='0' page='2' row='0'>BigCorralJaguar</Tech>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<Train column='0' page='0' row='0'>tapir</Train>
		<Train column='0' page='0' row='0'>llama</Train>
		<Train column='0' page='0' row='0'>hen</Train>
		<Train column='1' page='0' row='0'>PetMacaw</Train>
		<Tech column='5' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='0' page='2' row='0'>BigTupiCorralYastay</Tech>
		<Tech column='0' page='2' row='0'>BigTupiCorralNiachi</Tech>
		<Tech column='0' page='2' row='0'>BigTupiCorralMacaws</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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>incabuilding.tactics</Tactics>
	</Unit>
	<Unit id='1497' name='Housebrazil'>
		<DBID>2175</DBID>
		<DisplayNameID>70648</DisplayNameID>
		<EditorNameID>70649</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\housebrazil.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>house.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>70650</RolloverTextID>
		<ShortRolloverTextID>70651</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>WOLCholo</Contain>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>house.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXPMariachi</Name>
			<Rate type='XP'>0.400000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1498' name='Housebrazil2'>
		<DBID>2176</DBID>
		<DisplayNameID>70652</DisplayNameID>
		<EditorNameID>70653</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<DeadReplacement>BuildingRubble2x2tent</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<AnimFile>War of the Triple Alliance\Buildingsets\tent.xml</AnimFile>
		<Icon>buildings\spc\tents\largetent_icon_64x64</Icon>
		<PortraitIcon>buildings\spc\tents\largetent_portrait</PortraitIcon>
		<RolloverTextID>70654</RolloverTextID>
		<ShortRolloverTextID>70655</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1499' name='Barracks2'>
		<DBID>2177</DBID>
		<DisplayNameID>70656</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\tents.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>buildings\barracks\barracks_icon</Icon>
		<PortraitIcon>buildings\barracks\barracks_portraits</PortraitIcon>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<RolloverTextID>70657</RolloverTextID>
		<ShortRolloverTextID>70658</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</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>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Train column='0' page='0' row='0'>Machetero</Train>
		<Train column='1' page='0' row='0'>Conscripto</Train>
		<Train column='2' page='0' row='0'>Carabinero</Train>
		<Train column='3' page='0' row='0'>Escopetero</Train>
		<Train column='4' page='0' row='0'>Bacamartero</Train>
		<Tech column='0' page='1' row='0'>WOLBraveMacheteros</Tech>
		<Tech column='0' page='1' row='0'>WOLRGGrimistas</Tech>
		<Tech column='0' page='1' row='0'>WOLPresidentialGrimistas</Tech>
		<Tech column='1' page='1' row='0'>WOLBraveConscriptos</Tech>
		<Tech column='1' page='1' row='0'>WOLSkilledConscriptos</Tech>
		<Tech column='1' page='1' row='0'>WOLPresidentialConscriptos</Tech>
		<Tech column='2' page='1' row='0'>RGColombiaCarabineros</Tech>
		<Tech column='2' page='1' row='0'>RGColombiacarabineros2</Tech>
		<Tech column='3' page='1' row='0'>WOLSkilledEscopeteros</Tech>
		<Tech column='3' page='1' row='0'>WOLPresidentialEscopeteros</Tech>
		<Tech column='4' page='1' row='0'>ImperialBacamartero</Tech>
		<Tech column='0' page='2' row='0'>WOTTAinfantryFAST01LA</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1500' name='Townhall'>
		<DBID>2178</DBID>
		<DisplayNameID>70659</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\hall.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>large.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\townhall</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\townhall_portrait</PortraitIcon>
		<RolloverTextID>70660</RolloverTextID>
		<ShortRolloverTextID>70661</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<CarryCapacity resourcetype='XP'>100.0000</CarryCapacity>
		<InitialResource resourcetype='XP'>999.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<ResourceSubType>fame</ResourceSubType>
		<Armor type='Siege' value='0.0000' />
		<Decay delay='0.0000' duration='0.0000' />
		<GathererLimit>16</GathererLimit>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<Train column='0' page='0' row='0'>Coronel</Train>
		<Tech column='1' page='0' row='0'>abolition1</Tech>
		<Tech column='1' page='0' row='0'>abolition2</Tech>
		<Tech column='1' page='0' row='0'>abolition3</Tech>
		<Tech column='1' page='0' row='0'>abolition4</Tech>
		<Tech column='1' page='0' row='0'>abolition5</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownhall01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAtownhall02</Tech>
		<Tech column='1' page='1' row='1'>WOTTAtownhall03</Tech>
		<Tech column='2' page='1' row='1'>WOTTAtownhall04</Tech>
		<Tech column='3' page='1' row='1'>WOTTAtownhall05</Tech>
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Economic</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>Tracked</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='1501' name='TreeChaco'>
		<DBID>2179</DBID>
		<DisplayNameID>70662</DisplayNameID>
		<EditorNameID>70663</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\chaco.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>70664</RolloverTextID>
		<ShortRolloverTextID>70665</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</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='1502' name='Coronel'>
		<DBID>2180</DBID>
		<DisplayNameID>70666</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<BuildLimit>16</BuildLimit>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<PopulationCount>2</PopulationCount>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\coronel\coronel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\icons\coronel</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\coronel_portrait</PortraitIcon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimap</MinimapIcon>
		<RolloverTextID>70667</RolloverTextID>
		<ShortRolloverTextID>70668</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='XP'>1.0000</CarryCapacity>
		<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>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>MercType2</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>HeroName1</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>coronel.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='buymine'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>2.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='townhall'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Sabotage</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>1.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Poisonwater</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<MaxRange>8.000000</MaxRange>
			<DamageBonus type='AbstractFishingBoat'>10.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>6.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1503' name='PostOffice'>
		<DBID>2181</DBID>
		<DisplayNameID>70669</DisplayNameID>
		<EditorNameID>70670</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<AnimFile>War of the Triple Alliance\Buildingsets\office.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\icons\postoffice_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\postoffice_portrait</PortraitIcon>
		<RolloverTextID>70671</RolloverTextID>
		<ShortRolloverTextID>70672</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>40.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<Tech column='1' page='0' row='0'>ImmigrantsAmerican</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</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>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>SnapPlacement</Flag>
		<Flag>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>tradingpost.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1504' name='Ranch'>
		<DBID>2182</DBID>
		<DisplayNameID>70673</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\estancia.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\pasture_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\pasture_big</PortraitIcon>
		<RolloverTextID>70674</RolloverTextID>
		<ShortRolloverTextID>70675</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>200.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>10.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>40</GathererLimit>
		<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>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Train column='0' page='0' row='0'>Gaucho</Train>
		<Train column='1' page='0' row='0'>Sheep</Train>
		<Train column='2' page='0' row='0'>Cow</Train>
		<Train column='1' page='0' row='0'>Pig</Train>
		<Train column='3' page='0' row='0'>Hen</Train>
		<Train column='4' page='0' row='0'>Zebu</Train>
		<Tech column='5' page='1' row='0'>WOTTApenLA01</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenLA02</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id='1505' name='Treerubber'>
		<DBID>2183</DBID>
		<DisplayNameID>70676</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\rubber.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\rubber</PortraitIcon>
		<RolloverTextID>70677</RolloverTextID>
		<ShortRolloverTextID>70678</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Gold'>1200.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>Gold</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='1506' name='Fishery'>
		<DBID>2184</DBID>
		<DisplayNameID>70679</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>War of the Triple Alliance\Buildings\dock\fishery.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dock</PhysicsInfo>
		<PlacementFile>fishery.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\fishery</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\fishery_portrait</PortraitIcon>
		<RolloverTextID>70680</RolloverTextID>
		<ShortRolloverTextID>70681</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>5</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractDock</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Train column='0' page='0' row='0'>FishingBoat</Train>
		<Tech column='0' page='1' row='0'>GillNets</Tech>
		<Tech column='0' page='1' row='0'>LongLines</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>
		<Command column='3' page='10'>Delete</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Tactics>dock.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='fishingboat'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1507' name='Fazenda'>
		<DBID>2185</DBID>
		<DisplayNameID>70682</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\fazenda.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>fazenda.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\fazenda</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\fazenda_portrait</PortraitIcon>
		<RolloverTextID>70683</RolloverTextID>
		<ShortRolloverTextID>70684</ShortRolloverTextID>
		<InitialHitpoints>8000.0000</InitialHitpoints>
		<MaxHitpoints>8000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>480.0000</Bounty>
		<BuildBounty>240.0000</BuildBounty>
		<Cost resourcetype='Wood'>1200.0000</Cost>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Tech column='0' page='1' row='0'>WOTTAplantationLA01</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA02</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA03</Tech>
		<Tech column='0' page='1' row='0'>WOTTAplantationLA04</Tech>
		<Tech column='1' page='1' row='0'>slavetrade</Tech>
		<Tech column='0' page='0' row='2'>whipslaves</Tech>
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractTownCenter</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>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<GathererLimit>50</GathererLimit>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Resource</UnitType>
		<Tactics>fazenda.tactics</Tactics>
	</Unit>
	<Unit id='1508' name='ShipWagon'>
		<DBID>2186</DBID>
		<DisplayNameID>70685</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Italian\shipwagon\wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>70686</RolloverTextID>
		<ShortRolloverTextID>70687</ShortRolloverTextID>
		<LOS>22.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</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>
		<MaxContained>1</MaxContained>
		<Flag>AllowAutoGarrison</Flag>
		<Contain>Caravel</Contain>
		<Contain>fishingBoat</Contain>
		<Contain>Galley</Contain>
		<Contain>Galleon</Contain>
		<Contain>Corvette</Contain>
		<Contain>Frigate</Contain>
		<Contain>Monitor</Contain>
		<Contain>xpironclad</Contain>
		<Contain>SPCFireship</Contain>
		<Contain>PirateShip</Contain>
		<Contain>Fluyt</Contain>
		<Contain>Canoe</Contain>
		<Contain>xpWarCanoe</Contain>
		<Contain>xpTlalocCanoe</Contain>
		<Contain>ypWokouJunk</Contain>
		<Contain>ypMarathanCatamaran</Contain>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
	</Unit>
	<Unit id='1509' name='Hen'>
		<DBID>2187</DBID>
		<DisplayNameID>70688</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Delta\Animals\chicken\chicken.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\icons\hen_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\hen_portrait</PortraitIcon>
		<RolloverTextID>70689</RolloverTextID>
		<ShortRolloverTextID>70690</ShortRolloverTextID>
		<InitialHitpoints>5.0000</InitialHitpoints>
		<MaxHitpoints>5.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<CarryCapacity resourcetype='Food'>150.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</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>
		<Flag>Doppled</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>2.000000</Rate>
			<Rate type='Ranch'>4.000000</Rate>
			<Rate type='Farm'>2.000000</Rate>
			<Rate type='WOLFarmIroquois'>2.000000</Rate>
			<Rate type='NABarn'>2.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>2.00000</Rate>
			<Rate type='EGYgranaryCARAVAN'>2.00000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLCoop'>5.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainHen</Name>
			<Rate type='Hen'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pasture</Name>
			<Rate type='Mill'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1510' name='poison'>
		<DBID>2188</DBID>
		<DisplayNameID>70691</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\poison.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<UnitType>Projectile</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='1512' name='ItalianColony'>
		<DBID>2190</DBID>
		<DisplayNameID>70696</DisplayNameID>
		<EditorNameID>70697</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Italian\Colony\italian.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\ITsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\ITbig</PortraitIcon>
		<RolloverTextID>70698</RolloverTextID>
		<ShortRolloverTextID>70699</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Train column='0' page='0' row='0'>WOLIMWorkerITBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMRedshirtBlock</Train>
		<Train column='2' page='0' row='0'>WOLIMFarrapoBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantITUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantITUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantIT01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantIT02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantIT03</Tech>
		<Tech column='0' page='2' row='1'>WOTTAimmigrantIT04</Tech>
		<Tech column='1' page='2' row='1'>WOTTAimmigrantIT05</Tech>
		<Tech column='2' page='2' row='1'>WOTTAimmigrantIT06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantITBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<UnitType>Mercenary</UnitType>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1513' name='AmericanColony'>
		<DBID>2191</DBID>
		<DisplayNameID>70700</DisplayNameID>
		<EditorNameID>70701</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Confederate\Colony\american.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\CSAsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\CSAbig</PortraitIcon>
		<RolloverTextID>70702</RolloverTextID>
		<ShortRolloverTextID>70703</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Train column='0' page='0' row='0'>WOLIMWorkerCSABlock</Train>
		<Train column='1' page='0' row='0'>WOLIMFilibusterBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantCSAUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantCSAUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantCSA01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantCSA02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantCSA03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantCSA04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantCSA05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantCSA06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantCSABB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1514' name='LebaneseColony'>
		<DBID>2192</DBID>
		<DisplayNameID>70704</DisplayNameID>
		<EditorNameID>70705</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Lebanese\Colony\lebanese.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\LBsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\LBbig</PortraitIcon>
		<RolloverTextID>70706</RolloverTextID>
		<ShortRolloverTextID>70707</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMworkerLBBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMMaroniteRiflemanBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantLBUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantLBUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantLB01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantLB02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantLB03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantLB04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantLB05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantLB06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantLBBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1515' name='JapaneseColony'>
		<DBID>2193</DBID>
		<DisplayNameID>70708</DisplayNameID>
		<EditorNameID>70709</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Japanese\Colony\japanese.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\JPsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\JPbig</PortraitIcon>
		<RolloverTextID>70710</RolloverTextID>
		<ShortRolloverTextID>70711</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerJPBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMKaratekaBlock</Train>
		<Train column='2' page='0' row='0'>WOLIMOkinawanSpearmanBlock</Train>
		<Train column='3' page='0' row='0'>WOLIMMountedSamuraiBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantJPUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantJPUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantJP01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantJP02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantJP03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantJP04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantJP05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantJP06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantJPBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1516' name='GermanColony'>
		<DBID>2194</DBID>
		<DisplayNameID>70712</DisplayNameID>
		<EditorNameID>70713</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\German\Colony\germans.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\GEsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\GEbig</PortraitIcon>
		<RolloverTextID>70714</RolloverTextID>
		<ShortRolloverTextID>70715</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerGEBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMLuebeckerBlock</Train>
		<Train column='2' page='0' row='0'>WOLIMChevaulegerBlock</Train>
		<Train column='3' page='0' row='0'>IMKruppCannon</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantGEUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantGEUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantGE01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantGE02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantGE03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantGE04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantGE05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantGE06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantGEBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1517' name='UkrainianColony'>
		<DBID>2195</DBID>
		<DisplayNameID>70716</DisplayNameID>
		<EditorNameID>70717</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Ukrainian\Colony\ukraine.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Immigrants\Icons\UKsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Icons\UKbig</PortraitIcon>
		<RolloverTextID>70718</RolloverTextID>
		<ShortRolloverTextID>70719</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerUKBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMOpryshokBlock</Train>
		<Train column='2' page='0' row='0'>WOLIMSerdukBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantUKUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantUKUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantUK01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantUK02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantUK03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantUK04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantUK05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantUK06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantUKBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1518' name='BolivarGuard'>
		<DBID>2196</DBID>
		<DisplayNameID>70720</DisplayNameID>
		<EditorNameID>70721</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\bolivar\bolivar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\bolivarguard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\bolivarguard_portrait</PortraitIcon>
		<RolloverTextID>70722</RolloverTextID>
		<ShortRolloverTextID>70723</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>HasBountyValue</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1519' name='MercBlandengue'>
		<DBID>2197</DBID>
		<DisplayNameID>70724</DisplayNameID>
		<EditorNameID>70725</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\blandengue\blandengue.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\blandengue_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\blandengue_portrait</PortraitIcon>
		<RolloverTextID>70726</RolloverTextID>
		<ShortRolloverTextID>70727</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>23.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>108.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<!-- DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus -->
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1520' name='wolfofdarkness'>
		<DBID>2198</DBID>
		<DisplayNameID>70728</DisplayNameID>
		<EditorNameID>70729</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\ghost ship\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\wardogs\war_dog_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\wolf</PortraitIcon>
		<RolloverTextID>70730</RolloverTextID>
		<ShortRolloverTextID>70731</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1521' name='EffectMist'>
		<DBID>2199</DBID>
		<DisplayNameID>70732</DisplayNameID>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\weather\1mist_particles.xml</AnimFile>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<UnitType>Nature</UnitType>
		<UnitType>TestClass</UnitType>
		<UnitType>Unattackable</UnitType>
		<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>
		<Flag>VisibleUnderFog</Flag>
	</Unit>
	<Unit id='1522' name='Lassador'>
		<DBID>2200</DBID>
		<DisplayNameID>70733</DisplayNameID>
		<EditorNameID>70734</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Lassador\lassador.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\lassador_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\lassador_BIG</PortraitIcon>
		<RolloverTextID>70735</RolloverTextID>
		<ShortRolloverTextID>70736</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractCavalryInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeBolas.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>32.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<Projectile>Bola</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='1523' name='Guerillainfantry'>
		<DBID>2201</DBID>
		<DisplayNameID>70737</DisplayNameID>
		<EditorNameID>70738</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Guerilla\infantry.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\ginfantry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\ginfantry_portrait</PortraitIcon>
		<RolloverTextID>70739</RolloverTextID>
		<ShortRolloverTextID>70740</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.0000</TrainPoints>
		<Cost resourcetype='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<Armor type='siege' value='0.4000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Ranged</UnitType>
		<UnitType>LifespanUnit</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerilla.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1524' name='Ghostship'>
		<DBID>2202</DBID>
		<DisplayNameID>70741</DisplayNameID>
		<EditorNameID>70742</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\ghost ship\ship.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>70743</RolloverTextID>
		<ShortRolloverTextID>70744</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeNavalMilitary</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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>96.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1525' name='Pirateship'>
		<DBID>2203</DBID>
		<DisplayNameID>70745</DisplayNameID>
		<EditorNameID>70746</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\ghost ship\ship2.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>70747</RolloverTextID>
		<ShortRolloverTextID>70748</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>350.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Natpirates</SubCiv>
		<BuildLimit>2</BuildLimit>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Train column='0' page='0' row='0'>Natpirate</Train>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeNavalMilitary</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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>96.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1526' name='Corvette'>
		<DBID>2204</DBID>
		<DisplayNameID>70749</DisplayNameID>
		<EditorNameID>70750</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>11.0000</MaxVelocity>
		<MaxRunVelocity>13.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\corvette\corvette.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\corvette</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\corvetteBIG</PortraitIcon>
		<RolloverTextID>70751</RolloverTextID>
		<ShortRolloverTextID>70752</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeNavalMilitary</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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractWarShip</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Borracho</Train>
		<Train column='0' page='0' row='0'>Vanguardia</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Machetero</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Soldadera</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>Conscripto</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Escopetero</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Volunteer</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='4' page='0' row='0'>Lassador</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='5' page='0' row='0'>Lancero</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cossack</Train>
		<Train column='6' page='0' row='0'>Uhlan</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='6' page='0' row='0'>RegimentalLancer</Train>
		<Train column='6' page='0' row='0'>Acacaraya</Train>
		<Train column='6' page='0' row='0'>Granadero</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='8' page='0' row='0'>CavalryArcher</Train>
		<Train column='8' page='0' row='0'>Dragoon</Train>
		<Train column='8' page='0' row='0'>Jinete</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='9' page='0' row='0'>Grenadier</Train>
		<Train column='10' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>CivicoBlock</Train>
		<Train column='1' page='0' row='0'>SkirmisherBlock</Train>
		<Train column='2' page='0' row='0'>CarabineroBlock</Train>
		<Train column='3' page='0' row='0'>HussarBlock</Train>
		<Train column='4' page='0' row='0'>FrontierCavalryBlock</Train>
		<Train column='5' page='0' row='0'>BacamarteroBlock</Train>
		<!-- Peruvian List -->
		<Train column='2' page='0' row='0'>WOLLegionPeruana</Train>
		<Train column='3' page='0' row='0'>WOLBrenero</Train>
		<Train column='6' page='0' row='0'>WOLMorochuco</Train>
		<!-- End Peruvian List -->
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>galleon.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>96.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageBonus type='AbstractFishingBoat'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1527' name='CowFazendaWagon'>
		<DBID>2205</DBID>
		<DisplayNameID>70753</DisplayNameID>
		<EditorNameID>70754</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_cart_church.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70755</RolloverTextID>
		<ShortRolloverTextID>70756</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>fazenda</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='fazenda'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1528' name='CowacademyWagon'>
		<DBID>2206</DBID>
		<DisplayNameID>70757</DisplayNameID>
		<EditorNameID>70758</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_cart_church.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70759</RolloverTextID>
		<ShortRolloverTextID>70760</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='0' row='0'>ColombianAcademy</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ColombianAcademy'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1529' name='CowranchWagon'>
		<DBID>2207</DBID>
		<DisplayNameID>70761</DisplayNameID>
		<EditorNameID>70762</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_cart_church.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70763</RolloverTextID>
		<ShortRolloverTextID>70764</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>ranch</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ranch'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1530' name='Campesino'>
		<DBID>2208</DBID>
		<DisplayNameID>70765</DisplayNameID>
		<EditorNameID>70766</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Colombians\campesino.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\campesino</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\campesinoportrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70767</RolloverTextID>
		<ShortRolloverTextID>70768</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='1' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Fishery</Train>
		<Train column='4' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>TradingPost</Train>
		<Train column='7' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>Church</Train>
		<Train column='9' page='6' row='0'>Barracks2</Train>
		<Train column='10' page='6' row='0'>Stable</Train>
		<Train column='11' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='12' page='6' row='0'>Arsenal</Train>
		<Train column='13' page='6' row='0'>Plantation</Train>
		<Train column='14' page='6' row='0'>TownHall</Train>
		<Train column='15' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>campesino.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.450000</Rate>
			<Rate type='AbstractMine'>0.540000</Rate>
			<Rate type='Plantation'>0.450000</Rate>
			<Rate type='WOLPlantationIroquois'>0.450000</Rate>
			<Rate type='ypGroveBuilding'>0.450000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
			<Rate type='CoffeePlant'>0.680000</Rate>
			<Rate type='ArcticFox'>0.840000</Rate>
			<Rate type='Chamois'>0.840000</Rate>
			<Rate type='FennecFox'>0.840000</Rate>
			<Rate type='Fox'>0.840000</Rate>
			<Rate type='Marmot'>0.840000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='ArcticFox'>1.000000</Rate>
			<Rate type='Chamois'>1.000000</Rate>
			<Rate type='FennecFox'>1.000000</Rate>
			<Rate type='Fox'>1.000000</Rate>
			<Rate type='Marmot'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1531' name='MuslimSettler'>
		<DBID>2209</DBID>
		<DisplayNameID>70769</DisplayNameID>
		<EditorNameID>70770</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Muslim\settler.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\muslimsettler_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\muslimsettler_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70771</RolloverTextID>
		<ShortRolloverTextID>70772</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1532' name='WhalingBoat'>
		<DBID>2210</DBID>
		<DisplayNameID>70773</DisplayNameID>
		<EditorNameID>70774</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\whalingboat.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>70775</RolloverTextID>
		<ShortRolloverTextID>70776</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<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>AbstractVillager</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractFishingBoat</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>Ranged</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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>whalingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HarpoonAttack</Name>
			<Damage>600.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Harpoon</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='1533' name='Harpoon'>
		<DBID>2211</DBID>
		<DisplayNameID>70777</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\harpoon.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='1534' name='ExplodingCart'>
		<DBID>2212</DBID>
		<DisplayNameID>70778</DisplayNameID>
		<Lifespan>30.0000</Lifespan>
		<EditorNameID>70779</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Exploding Cart\ExplodingCart.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\explosivecart</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\explosivecartBIG</PortraitIcon>
		<RolloverTextID>70780</RolloverTextID>
		<ShortRolloverTextID>70781</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>55.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractWagon</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>explodingcart.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>2500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1535' name='AmericanImmigrantWagon'>
		<DBID>2213</DBID>
		<DisplayNameID>70782</DisplayNameID>
		<EditorNameID>70783</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Confederate\wagon\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>70784</RolloverTextID>
		<ShortRolloverTextID>70785</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>AmericanColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='AmericanColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1536' name='GermanImmigrantWagon'>
		<DBID>2214</DBID>
		<DisplayNameID>70786</DisplayNameID>
		<EditorNameID>70787</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\wagon\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>70788</RolloverTextID>
		<ShortRolloverTextID>70789</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>GermanColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='GermanColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1537' name='ItalianImmigrantWagon'>
		<DBID>2215</DBID>
		<DisplayNameID>70790</DisplayNameID>
		<EditorNameID>70791</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Italian\wagon\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>70792</RolloverTextID>
		<ShortRolloverTextID>70793</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ItalianColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ItalianColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1538' name='JapaneseImmigrantWagon'>
		<DBID>2216</DBID>
		<DisplayNameID>70794</DisplayNameID>
		<EditorNameID>70795</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\wagon\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>70796</RolloverTextID>
		<ShortRolloverTextID>70797</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>JapaneseColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='JapaneseColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1539' name='LebaneseImmigrantWagon'>
		<DBID>2217</DBID>
		<DisplayNameID>70798</DisplayNameID>
		<EditorNameID>70799</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Lebanese\wagon\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>70800</RolloverTextID>
		<ShortRolloverTextID>70801</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>LebaneseColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='LebaneseColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1540' name='UkrainianImmigrantWagon'>
		<DBID>2218</DBID>
		<DisplayNameID>70802</DisplayNameID>
		<EditorNameID>70803</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\wagon\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>70804</RolloverTextID>
		<ShortRolloverTextID>70805</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>UkrainianColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='UkrainianColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1541' name='ConfederateHouse'>
		<DBID>2219</DBID>
		<DisplayNameID>70806</DisplayNameID>
		<EditorNameID>70807</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Confederate\House\house.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>70808</RolloverTextID>
		<ShortRolloverTextID>70809</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1542' name='GermanHouse'>
		<DBID>2220</DBID>
		<DisplayNameID>70810</DisplayNameID>
		<EditorNameID>70811</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\German\House\house.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>70812</RolloverTextID>
		<ShortRolloverTextID>70813</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1543' name='ItalianHouse'>
		<DBID>2221</DBID>
		<DisplayNameID>70814</DisplayNameID>
		<EditorNameID>70815</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Immigrants\Buildings\Italian\House\house.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>70816</RolloverTextID>
		<ShortRolloverTextID>70817</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<UnitType>Building</UnitType>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1544' name='LebaneseHouse'>
		<DBID>2222</DBID>
		<DisplayNameID>70818</DisplayNameID>
		<EditorNameID>70819</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Italian\House\house.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>70820</RolloverTextID>
		<ShortRolloverTextID>70821</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1545' name='UkrainianHouse'>
		<DBID>2223</DBID>
		<DisplayNameID>70822</DisplayNameID>
		<EditorNameID>70823</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Ukrainian\House\house.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>70824</RolloverTextID>
		<ShortRolloverTextID>70825</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>Mercenary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1546' name='JapaneseHouse'>
		<DBID>2224</DBID>
		<DisplayNameID>70826</DisplayNameID>
		<EditorNameID>70827</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Japanese\House\house.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>70828</RolloverTextID>
		<ShortRolloverTextID>70829</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Economic</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1547' name='Aspide'>
		<DBID>2225</DBID>
		<DisplayNameID>70830</DisplayNameID>
		<EditorNameID>70831</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Aspide\aspide.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\aspide</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\aspideBIG</PortraitIcon>
		<RolloverTextID>70832</RolloverTextID>
		<ShortRolloverTextID>70833</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>65.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>aspide.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1548' name='Pasavolante'>
		<DBID>2226</DBID>
		<DisplayNameID>70834</DisplayNameID>
		<EditorNameID>70835</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Pasavolante\Pasavolante.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\pasavolante</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\pasavolanteBIG</PortraitIcon>
		<RolloverTextID>70836</RolloverTextID>
		<ShortRolloverTextID>70837</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>piece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>10.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1549' name='Culebrina'>
		<DBID>2227</DBID>
		<DisplayNameID>70838</DisplayNameID>
		<EditorNameID>70839</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Gonada\Gonada.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\culebrina</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\culebrinaBIG</PortraitIcon>
		<RolloverTextID>70840</RolloverTextID>
		<ShortRolloverTextID>70841</ShortRolloverTextID>
		<InitialHitpoints>380.0000</InitialHitpoints>
		<MaxHitpoints>380.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>130.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>175.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1550' name='Pedrero'>
		<DBID>2228</DBID>
		<DisplayNameID>70842</DisplayNameID>
		<EditorNameID>70843</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Pedrero\pedrero.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\pedrero</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\pedreroBIG</PortraitIcon>
		<RolloverTextID>70844</RolloverTextID>
		<ShortRolloverTextID>70845</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>GreatBombardBall</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Ship'>0.750000</DamageBonus>
			<DamageBonus type='Unit'>0.500000</DamageBonus>
			<DamageBonus type='Building'>5.00000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1551' name='Cohete'>
		<DBID>2229</DBID>
		<DisplayNameID>70846</DisplayNameID>
		<EditorNameID>70847</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Cohete\cohete.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Paraguayan Cohete Rubro_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Paraguayan Cohete Rubro_BIG</PortraitIcon>
		<RolloverTextID>70848</RolloverTextID>
		<ShortRolloverTextID>70849</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Tactics>rocket.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1552' name='CowHeavyWorksWagon'>
		<DBID>2230</DBID>
		<DisplayNameID>70850</DisplayNameID>
		<EditorNameID>70851</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70852</RolloverTextID>
		<ShortRolloverTextID>70853</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>Heavyworks</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Heavyworks'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1554' name='NatHousePirate'>
		<DBID>2232</DBID>
		<DisplayNameID>70858</DisplayNameID>
		<EditorNameID>70859</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\house\house_west.xml</AnimFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1555' name='WallStraight1Pirate'>
		<DBID>2233</DBID>
		<DisplayNameID>70860</DisplayNameID>
		<EditorNameID>70861</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x1.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1556' name='WallStraight2Pirate'>
		<DBID>2234</DBID>
		<DisplayNameID>70862</DisplayNameID>
		<EditorNameID>70863</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x2.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1557' name='WallStraight3Pirate'>
		<DBID>2235</DBID>
		<DisplayNameID>70864</DisplayNameID>
		<EditorNameID>70865</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x3.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1558' name='WallStraight4Pirate'>
		<DBID>2236</DBID>
		<DisplayNameID>70866</DisplayNameID>
		<EditorNameID>70867</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x4.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1559' name='WallStraight5Pirate'>
		<DBID>2237</DBID>
		<DisplayNameID>70868</DisplayNameID>
		<EditorNameID>70869</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_1x5.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1560' name='WallConnectorPirate'>
		<DBID>2238</DBID>
		<DisplayNameID>70870</DisplayNameID>
		<EditorNameID>70871</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wall\wall_tower.xml</AnimFile>
		<Icon>buildings\wall\wall_icon_64x64</Icon>
		<PortraitIcon>buildings\wall\wall_portrait</PortraitIcon>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>2.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1561' name='SMPirate'>
		<DBID>1561</DBID>
		<DisplayNameID>70872</DisplayNameID>
		<EditorNameID>70873</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>70874</RolloverTextID>
		<ShortRolloverTextID>70875</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>1.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractNativeWarrior</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>
		<Flag>DoNotShowOnMiniMap</Flag>
	</Unit>
	<Unit id='1562' name='Congress'>
		<DBID>2240</DBID>
		<DisplayNameID>70876</DisplayNameID>
		<EditorNameID>70877</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\university.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\congress</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\congressBIG</PortraitIcon>
		<RolloverTextID>70878</RolloverTextID>
		<ShortRolloverTextID>70879</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<GathererLimit>0</GathererLimit>
		<CarryCapacity resourcetype='XP'>100.0000</CarryCapacity>
		<InitialResource resourcetype='XP'>999.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractBarracks2</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<train column='0' page='0' row='0'>NAconfederatearmy01</train>
		<train column='0' page='0' row='0'>NAunionarmy01</train>
		<train column='0' page='0' row='0'>NAfrencharmy01</train>
		<train column='0' page='0' row='0'>NAbritisharmy01</train>
		<train column='1' page='0' row='0'>NAconfederatearmy02</train>
		<train column='1' page='0' row='0'>NAunionarmy02</train>
		<train column='1' page='0' row='0'>NAfrencharmy02</train>
		<train column='1' page='0' row='0'>NAbritisharmy02</train>
		<train column='2' page='0' row='0'>NAconfederatearmy03</train>
		<train column='2' page='0' row='0'>NAunionarmy03</train>
		<train column='2' page='0' row='0'>NAfrencharmy03</train>
		<train column='2' page='0' row='0'>NAbritisharmy03</train>
		<train column='3' page='0' row='0'>NAconfederatearmy04</train>
		<train column='3' page='0' row='0'>NAunionarmy04</train>
		<train column='3' page='0' row='0'>NAfrencharmy04</train>
		<train column='3' page='0' row='0'>NAbritisharmy04</train>
		<Tech column='0' page='2' row='0'>colonializeUSAyes</Tech>
		<Tech column='0' page='2' row='0'>colonializeCSAyes</Tech>
		<Tech column='0' page='2' row='0'>colonializeFRENCH2yes</Tech>
		<Tech column='0' page='2' row='0'>colonializeBRITISH2yes</Tech>
		<Tech column='1' page='2' row='0'>fortressizeUSAyes</Tech>
		<Tech column='1' page='2' row='0'>fortressizeCSAyes</Tech>
		<Tech column='1' page='2' row='0'>fortressizeFRENCH2yes</Tech>
		<Tech column='1' page='2' row='0'>fortressizeBRITISH2yes</Tech>
		<Tech column='2' page='2' row='0'>industrializeUSAyes</Tech>
		<Tech column='2' page='2' row='0'>industrializeCSAyes</Tech>
		<Tech column='2' page='2' row='0'>industrializeFRENCH2yes</Tech>
		<Tech column='2' page='2' row='0'>industrializeBRITISH2yes</Tech>
		<Tech column='3' page='2' row='0'>imperializeUSAyes</Tech>
		<Tech column='3' page='2' row='0'>imperializeCSAyes</Tech>
		<Tech column='3' page='2' row='0'>imperializeFRENCH2yes</Tech>
		<Tech column='3' page='2' row='0'>imperializeBRITISH2yes</Tech>
		<Tech column='0' page='3' row='0'>colonializeUSAno</Tech>
		<Tech column='0' page='3' row='0'>colonializeCSAno</Tech>
		<Tech column='0' page='3' row='0'>colonializeFRENCH2no</Tech>
		<Tech column='0' page='3' row='0'>colonializeBRITISH2no</Tech>
		<Tech column='1' page='3' row='0'>fortressizeUSAno</Tech>
		<Tech column='1' page='3' row='0'>fortressizeCSAno</Tech>
		<Tech column='1' page='3' row='0'>fortressizeFRENCH2no</Tech>
		<Tech column='1' page='3' row='0'>fortressizeBRITISH2no</Tech>
		<Tech column='2' page='3' row='0'>industrializeUSAno</Tech>
		<Tech column='2' page='3' row='0'>industrializeCSAno</Tech>
		<Tech column='2' page='3' row='0'>industrializeFRENCH2no</Tech>
		<Tech column='2' page='3' row='0'>industrializeBRITISH2no</Tech>
		<Tech column='3' page='3' row='0'>imperializeUSAno</Tech>
		<Tech column='3' page='3' row='0'>imperializeCSAno</Tech>
		<Tech column='3' page='3' row='0'>imperializeFRENCH2no</Tech>
		<Tech column='3' page='3' row='0'>imperializeBRITISH2no</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESSmaori</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESScolonizers</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESSfrench</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESSbritish</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESScsa</Tech>
		<Tech column='2' page='21' row='0'>SequesterCONGRESSunion</Tech>
		<Tech column='2' page='20' row='0'>ypBigSequester</Tech>
		<Tech column='0' page='18' row='0'>ypPickConsulateTech</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>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1563' name='AraraAzul'>
		<DBID>2241</DBID>
		<DisplayNameID>70880</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\araraazul.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalararaazul</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalararaazulportrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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='1564' name='WoolSheep'>
		<DBID>2242</DBID>
		<DisplayNameID>70881</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\blacksheep.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalblacksheep</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalblacksheepportrait</PortraitIcon>
		<RolloverTextID>70882</RolloverTextID>
		<ShortRolloverTextID>70883</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Gold'>300.0000</CarryCapacity>
		<InitialResource resourcetype='Gold'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>Wool</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Gold</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Wanders</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>herdcoin.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.080000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.00000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>0.500000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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='1565' name='WildHorse'>
		<DBID>2243</DBID>
		<DisplayNameID>70886</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>6</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>70885</RolloverTextID>
		<ShortRolloverTextID>70884</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>AbstractCavalry</UnitType>
		<UnitType>Unit</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>
		<Tactics>hunthorse.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1566' name='Fox'>
		<DBID>2244</DBID>
		<DisplayNameID>70889</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\fox.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalfox</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalfoxportrait</PortraitIcon>
		<RolloverTextID>70888</RolloverTextID>
		<ShortRolloverTextID>70887</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Gold'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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='1567' name='tuiuiu'>
		<DBID>2245</DBID>
		<DisplayNameID>70892</DisplayNameID>
		<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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\tuiuiu.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animaltuiuiu</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animaltuiuiulportrait</PortraitIcon>
		<RolloverTextID>70891</RolloverTextID>
		<ShortRolloverTextID>70890</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1568' name='Armadillo'>
		<DBID>2246</DBID>
		<DisplayNameID>70895</DisplayNameID>
		<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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\armadillo.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalarmadillo</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalarmadilloportrait</PortraitIcon>
		<RolloverTextID>70894</RolloverTextID>
		<ShortRolloverTextID>70893</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='1569' name='Iguana'>
		<DBID>2247</DBID>
		<DisplayNameID>70898</DisplayNameID>
		<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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\iguana.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animaliguana</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animaliguanaportrait</PortraitIcon>
		<RolloverTextID>70897</RolloverTextID>
		<ShortRolloverTextID>70896</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1570' name='MicoLeao'>
		<DBID>2248</DBID>
		<DisplayNameID>70899</DisplayNameID>
		<EditorNameID>70900</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\micoleao.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalmicoleao</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalmicoleaoportrait</PortraitIcon>
		<RolloverTextID>70901</RolloverTextID>
		<ShortRolloverTextID>70902</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>60.0000</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>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>6.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1571' name='BerryBushSertao'>
		<DBID>2249</DBID>
		<DisplayNameID>70903</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_berrybush.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\berrybush_icon_64</Icon>
		<PortraitIcon>terrain\trees\berrybush_portriat</PortraitIcon>
		<RolloverTextID>70904</RolloverTextID>
		<ShortRolloverTextID>70905</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1572' name='Haciendero'>
		<DBID>2250</DBID>
		<DisplayNameID>70906</DisplayNameID>
		<EditorNameID>70907</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mexicans\haciendero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Chinaco_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Chinaco_BIG</PortraitIcon>
		<DeadReplacement>MexicanGrave</DeadReplacement>
		<DeadReplacementLifespan>10</DeadReplacementLifespan>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70908</RolloverTextID>
		<ShortRolloverTextID>70909</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>43.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='0'>ypconsulate</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>
		<Flag>HeroName</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.500000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1573' name='Hospital'>
		<DBID>2251</DBID>
		<DisplayNameID>70910</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Age3\Hospital\hospital.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\hospital</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\hospital_portrait</PortraitIcon>
		<RolloverTextID>70911</RolloverTextID>
		<ShortRolloverTextID>70912</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Surgeon</Train>
		<Train column='1' page='0' row='0'>NAnurse</Train>
		<Tech column='0' page='1' row='1'>WOTTAhospital01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAhospital02</Tech>
		<Tech column='0' page='1' row='2'>WOTTAhospital03</Tech>
		<Tech column='0' page='1' row='2'>WOTTAhospital04</Tech>
		<Tech column='2' page='1' row='2'>WOTTAhospital05</Tech>
		<Tech column='2' page='1' row='2'>WOTTAhospital06</Tech>
		<Tech column='1' page='1' row='1'>WOTTAhospital07</Tech>
		<Tech column='1' page='1' row='1'>WOTTAhospital08</Tech>
		<Tech column='1' page='1' row='2'>WOTTAhospital09</Tech>
		<Tech column='1' page='1' row='2'>WOTTAhospital10</Tech>
		<Tech column='2' page='1' row='1'>WOTTAhospital11</Tech>
		<Tech column='2' page='1' row='1'>WOTTAhospital12</Tech>
		<Tech column='3' page='1' row='1'>WOTTAhospital13</Tech>
		<Tech column='2' page='1' row='1'>WOTTAhospital14</Tech>
		<Tech column='2' page='1' row='1'>WOTTAhospital15</Tech>
		<Tech column='3' page='1' row='2'>WOTTAhospital16</Tech>
		<Tech column='0' page='2' row='0'>WOTTAhospitalBB1</Tech>
		<Tech column='0' page='2' row='0'>WOTTAhospitalBB2</Tech>
		<Tech column='0' page='2' row='0'>WOTTAhospitalBB3</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>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
	</Unit>
	<Unit id='1574' name='FurTrader'>
		<DBID>2252</DBID>
		<DisplayNameID>70913</DisplayNameID>
		<EditorNameID>70914</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<PopulationCount>1</PopulationCount>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Americans\furtrader.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Icon>War of the Triple Alliance\Icons\furtrader</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\furtraderportrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70915</RolloverTextID>
		<ShortRolloverTextID>70916</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>25.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>furtrader.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.26000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1575' name='Bunker'>
		<DBID>2253</DBID>
		<DisplayNameID>70917</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\bunker.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\bunker</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\bunker_portrait</PortraitIcon>
		<RolloverTextID>70918</RolloverTextID>
		<ShortRolloverTextID>70919</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>80.0000</BuildPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.3000' />
		<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 column='0' page='0' row='0'>WOTTAoutpost01NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost02NA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost03NA</Tech>
		<Tech column='1' page='0' row='0'>NAtechUSAuniquetechunion01</Tech>
		<Tech column='0' page='0' row='0'>FortifiedOutpost</Tech>
		<Tech column='0' page='0' row='0'>FrontierOutpost</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost01LA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost02LA</Tech>
		<Tech column='2' page='0' row='1'>ChurchGasLighting</Tech>
		<Tech column='1' page='0' row='1'>ChurchTownWatch</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01LA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01NA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas02NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01LA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch02NA</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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractInfantry</Contain>
		<Contain>Hero</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>bunker.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack1</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1576' name='Presidio'>
		<DBID>2254</DBID>
		<DisplayNameID>70920</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\presidio.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
		<Icon>War of the Triple Alliance\Icons\presidio</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\presidio_portrait</PortraitIcon>
		<RolloverTextID>70921</RolloverTextID>
		<ShortRolloverTextID>70922</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<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>Military</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<Train column='0' page='0' row='0'>Haciendero</Train>
		<Train column='1' page='0' row='0'>Borracho</Train>
		<Train column='2' page='0' row='0'>Conscripto</Train>
		<Train column='3' page='0' row='0'>Soldadera</Train>
		<Train column='4' page='0' row='0'>Carabinero</Train>
		<Train column='5' page='0' row='0'>Lancero</Train>
		<Train column='6' page='0' row='0'>Jinete</Train>
		<Train column='7' page='0' row='0'>Bacamartero</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>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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>castle.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.700000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1577' name='BuildingRubble3x3plantation'>
		<DBID>2255</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>70923</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_3x3.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>8guerilla.tactics</Tactics>
	</Unit>
	<Unit id='1578' name='BuildingRubble4x4towncenter'>
		<DBID>2256</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>70924</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_4x4.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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>NotSelectable</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>
		<Tactics>10guerilla.tactics</Tactics>
	</Unit>
	<Unit id='1579' name='BuildingRubble2x2outpost'>
		<DBID>2257</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>70925</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_2x2.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>5guerilla.tactics</Tactics>
	</Unit>
	<Unit id='1580' name='BuildingRubble2x2tent'>
		<DBID>2258</DBID>
		<DisplayNameID>80738</DisplayNameID>
		<EditorNameID>70926</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\rubble\building_rubble_2x2.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>15.0000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Tactics>1guerilla.tactics</Tactics>
	</Unit>
	<Unit id='1581' name='CoheteShell'>
		<DBID>2259</DBID>
		<DisplayNameID>70927</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Units\artillery\Cohete\rocket.xml</AnimFile>
		<Lifespan>5.0000</Lifespan>
		<LOS>0.0000</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='1582' name='Catastrophe'>
		<DBID>2260</DBID>
		<DisplayNameID>70928</DisplayNameID>
		<EditorNameID>70929</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>12.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Catastrophe\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\gwsoldier</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\dullahanBIG</PortraitIcon>
		<RolloverTextID>70930</RolloverTextID>
		<ShortRolloverTextID>70931</ShortRolloverTextID>
		<InitialHitpoints>900000.0000</InitialHitpoints>
		<MaxHitpoints>900000.0000</MaxHitpoints>
		<LOS>600.0000</LOS>
		<Lifespan>120.0000</Lifespan>
		<MinimapIcon>War of the Triple Alliance\Units\Catastrophe\dullahanminimap</MinimapIcon>
		<UnitAIType>Hero</UnitAIType>
		<AutoAttackRange>500.0000</AutoAttackRange>
		<Armor type='Ranged' value='0.9900' />
		<Armor type='Hand' value='0.9900' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</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>ColorTransformNonGaia</Flag>
		<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>
		<Flag>NoHPBar</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>catastrophe.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>1.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>CatastropheBall</Projectile>
			<DamageBonus type='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1583' name='CatastropheBall'>
		<DBID>2261</DBID>
		<DisplayNameID>70932</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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='1584' name='POWERPlaga'>
		<DBID>2262</DBID>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>6</WanderDistance>
		<DisplayNameID>70933</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Nature\plaga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>1.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<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>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>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Tactics>plaga.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>10.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='Abstractvillager'>1.000000</DamageBonus>
			<DamageBonus type='AbstractFarm'>10.000000</DamageBonus>
			<DamageBonus type='Herd'>2.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1585' name='Montonera'>
		<DBID>2263</DBID>
		<DisplayNameID>70934</DisplayNameID>
		<EditorNameID>70935</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Montonera\montonera_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\bountyhunter</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\bountyhunterBIG</PortraitIcon>
		<RolloverTextID>70936</RolloverTextID>
		<ShortRolloverTextID>70937</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>45.000000</DamageCap>
			<ROF>1.000000</ROF>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1586' name='Llanero'>
		<DBID>2264</DBID>
		<DisplayNameID>70938</DisplayNameID>
		<EditorNameID>70939</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Colombians\llanerohorse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Colombian Llanero_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Colombian Llanero_BIG</PortraitIcon>
		<RolloverTextID>70940</RolloverTextID>
		<ShortRolloverTextID>70941</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1587' name='calunia'>
		<DBID>2265</DBID>
		<DisplayNameID>70942</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\units\coronel\calunia.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<DeadReplacementLifespan>3</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<icon>art\War of the Triple Alliance\Icons\POWERatraso</icon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\POWERatrasoBIG</PortraitIcon>
		<RolloverTextID>70943</RolloverTextID>
		<ShortRolloverTextID>70944</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</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>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Tactics>calunia.tactics</Tactics>
	</Unit>
	<Unit id='1588' name='saqueo'>
		<DBID>2266</DBID>
		<DisplayNameID>70945</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\units\coronel\saquo.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<DeadReplacementLifespan>3</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<icon>art\War of the Triple Alliance\Icons\POWERimpuesto</icon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\POWERimpuestoBIG</PortraitIcon>
		<RolloverTextID>70946</RolloverTextID>
		<ShortRolloverTextID>70947</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildingWorkRate>10.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NotCommandable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Tactics>saqueo.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>-15.000000</Rate>
			<Rate type='Wood'>-15.000000</Rate>
			<Rate type='Gold'>-15.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1589' name='buyland'>
		<DBID>2267</DBID>
		<DisplayNameID>70948</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\units\coronel\buyland.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<DeadReplacementLifespan>3</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PlacementFile>buyland.xml</PlacementFile>
		<icon>art\War of the Triple Alliance\Icons\POWERarrendatario</icon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\POWERarrendatarioBIG</PortraitIcon>
		<RolloverTextID>70949</RolloverTextID>
		<ShortRolloverTextID>70950</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Flag>VisibleUnderFog</Flag>
		<BuildingWorkRate>10.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NoUnitAI</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='1591' name='Spymine'>
		<DBID>2269</DBID>
		<DisplayNameID>70952</DisplayNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Spy\spymine.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<RolloverTextID>70953</RolloverTextID>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>art\War of the Triple Alliance\Icons\spypowermine</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimapmine</MinimapIcon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\spypowermine</PortraitIcon>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</MaxHitpoints>
		<LOS>0.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>0.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NoHPBar</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>VisibleOwnerOnly</Flag>
		<Tactics>spymine.tactics</Tactics>
		<ProtoAction>
			<Name>MineBlow</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MineBlow2</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MineBlow3</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1592' name='Spyinformer'>
		<DBID>2270</DBID>
		<DisplayNameID>70954</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>15.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>StartOnNoUpdate</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>
		<Icon>War of the Triple Alliance\icons\general_canada_small</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\general_canada_big</PortraitIcon>
		<Flag>PlaceAnywhere</Flag>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1000.0000</MaxVelocity>
		<MaxRunVelocity>1800.0000</MaxRunVelocity>
		<TurnRate>1.0000</TurnRate>
		<UnitAIType>HandCombative</UnitAIType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>0.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1593' name='HOLYdefense'>
		<DBID>2271</DBID>
		<DisplayNameID>70955</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\units\Priest\basilica.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<DeadReplacementLifespan>3</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<icon>art\War of the Triple Alliance\Icons\POWERatraso</icon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\POWERatrasoBIG</PortraitIcon>
		<RolloverTextID>70956</RolloverTextID>
		<ShortRolloverTextID>70957</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>holydefense.tactics</Tactics>
	</Unit>
	<Unit id='1594' name='Safehouse'>
		<DBID>2272</DBID>
		<DisplayNameID>70958</DisplayNameID>
		<ObstructionRadiusX>3.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<AnimFile>War of the Triple Alliance\Buildingsets\safehouse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\icons\safehouse</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\safehousebig</PortraitIcon>
		<RolloverTextID>70959</RolloverTextID>
		<ShortRolloverTextID>70960</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<LOS>14.0000</LOS>
		<BuildLimit>1</BuildLimit>
		<BuildPoints>40.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<Train column='0' page='0' row='0'>Xpspy</Train>
		<Train column='0' page='0' row='0'>Geisha</Train>
		<Train column='0' page='0' row='0'>WOLSpyAustralian</Train>
		<Train column='1' page='0' row='0'>WOLMafioso</Train>
		<Train column='1' page='0' row='0'>WOLserbianfire</Train>
		<Tech column='0' page='1' row='1'>SPYagents</Tech>
		<Tech column='0' page='1' row='1'>SPYsecretagents</Tech>
		<Tech column='1' page='1' row='1'>SPYhandgun</Tech>
		<Tech column='1' page='1' row='1'>SPYringgun</Tech>
		<Tech column='1' page='1' row='1'>SPYdisguisedgun</Tech>
		<Tech column='2' page='1' row='1'>SPYspycoat</Tech>
		<Tech column='2' page='1' row='1'>SPYbulletproofvest</Tech>
		<Tech column='3' page='1' row='1'>SPYmagnifyingglass</Tech>
		<Tech column='0' page='1' row='2'>SPYdynamite</Tech>
		<Tech column='1' page='1' row='2'>SPYlandmine</Tech>
		<Tech column='1' page='1' row='2'>SPYadvancedlandmine</Tech>
		<Tech column='2' page='1' row='2'>SPYinfiltration</Tech>
		<Tech column='3' page='1' row='2'>Spies</Tech>
		<Tech column='3' page='1' row='2'>SpiesNative</Tech>
		<Tech column='3' page='1' row='2'>WOLSpiesTupi</Tech>
		<Tech column='4' page='1' row='0'>WOLSpyMafiosoUpgrade01</Tech>
		<Tech column='4' page='1' row='0'>WOLSpyMafiosoUpgrade02</Tech>
		<Tech column='5' page='1' row='1'>WOLSpyMafiosoShotgun</Tech>
		<Tech column='5' page='1' row='1'>WOLSpyMafiosoTommyGun</Tech>
		<Tech column='5' page='1' row='1'>WOLSpyMafiosoViolinCase</Tech>
		<Tech column='6' page='1' row='2'>WOLSpyMafiosoMenOfHonor</Tech>
		<Tech column='6' page='1' row='2'>WOLSpyMafiosoPizzo</Tech>
		<Tech column='7' page='1' row='3'>WOLSpyMafiosoOmerta</Tech>
		<Tech column='7' page='1' row='3'>WOLSpyMafiosoExtortion</Tech>
		<Tech column='8' page='1' row='4'>WOLSpyMafiosoAnUnrefusableOffer</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</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>SnapPlacement</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>safehouse.tactics</Tactics>
	</Unit>
	<Unit id='1595' name='CowAgriculturalWagon'>
		<DBID>2273</DBID>
		<DisplayNameID>70961</DisplayNameID>
		<EditorNameID>70962</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\villagers\covered_wagon\covered_wagon_icon_64</Icon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<RolloverTextID>70963</RolloverTextID>
		<ShortRolloverTextID>70964</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='0' page='6' row='0'>Mill</Train>
		<Train column='0' page='6' row='0'>WOLPasture</Train>
		<Train column='0' page='6' row='0'>Farm</Train>
		<Train column='1' page='6' row='0'>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Mill'>1.000000</Rate>
			<Rate type='WOLPasture'>1.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='Plantation'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1596' name='TownHallWagon'>
		<DBID>2274</DBID>
		<DisplayNameID>70965</DisplayNameID>
		<EditorNameID>70966</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cow_cart_church.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>70967</RolloverTextID>
		<ShortRolloverTextID>70968</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>TownHall</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownHall'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1597' name='General'>
		<DBID>2275</DBID>
		<DisplayNameID>70969</DisplayNameID>
		<EditorNameID>70970</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\general\General.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\general_usa_small</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\general_usa_big</PortraitIcon>
		<RolloverTextID>70971</RolloverTextID>
		<ShortRolloverTextID>70972</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildLimit>1</BuildLimit>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>general.tactics</Tactics>
	</Unit>
	<Unit id='1598' name='IMWorkerIT'>
		<DBID>2276</DBID>
		<DisplayNameID>70973</DisplayNameID>
		<EditorNameID>70974</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70975</RolloverTextID>
		<ShortRolloverTextID>70976</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<Train column='0' page='6' row='0'>ItalianHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.750000</Rate>
			<Rate type='WOLPlantationIroquois'>0.750000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.510000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1599' name='IMWorkerGE'>
		<DBID>2277</DBID>
		<DisplayNameID>70977</DisplayNameID>
		<EditorNameID>70978</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70979</RolloverTextID>
		<ShortRolloverTextID>70980</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>GermanHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>3.000000</Rate>
			<Rate type='Manor'>3.000000</Rate>
			<Rate type='AbstractHouse'>3.000000</Rate>
			<Rate type='Church'>3.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1600' name='IMWorkerCSA'>
		<DBID>2278</DBID>
		<DisplayNameID>70981</DisplayNameID>
		<EditorNameID>70982</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70983</RolloverTextID>
		<ShortRolloverTextID>70984</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>ConfederateHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.900000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1601' name='IMWorkerUK'>
		<DBID>2279</DBID>
		<DisplayNameID>70985</DisplayNameID>
		<EditorNameID>70986</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70987</RolloverTextID>
		<ShortRolloverTextID>70988</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>UkrainianHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.750000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1602' name='IMWorkerLB'>
		<DBID>2280</DBID>
		<DisplayNameID>70989</DisplayNameID>
		<EditorNameID>70990</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70991</RolloverTextID>
		<ShortRolloverTextID>70992</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>LebaneseHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1603' name='IMWorkerJP'>
		<DBID>2281</DBID>
		<DisplayNameID>70993</DisplayNameID>
		<EditorNameID>70994</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerASIAN.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>70995</RolloverTextID>
		<ShortRolloverTextID>70996</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>JapaneseHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>1.050000</Rate>
			<Rate type='WOLPasture'>1.050000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.750000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate type='ypBerryBuilding'>1.050000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.750000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1604' name='TreeHollows'>
		<DBID>2282</DBID>
		<DisplayNameID>70997</DisplayNameID>
		<EditorNameID>70998</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\tree_hollows.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>70999</RolloverTextID>
		<ShortRolloverTextID>71000</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1605' name='CatastropheStronger'>
		<DBID>2283</DBID>
		<DisplayNameID>71001</DisplayNameID>
		<EditorNameID>71002</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.7500</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>12.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Catastrophe\horse2.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\dullahanBIG</PortraitIcon>
		<RolloverTextID>71003</RolloverTextID>
		<ShortRolloverTextID>71004</ShortRolloverTextID>
		<InitialHitpoints>900000.0000</InitialHitpoints>
		<MaxHitpoints>900000.0000</MaxHitpoints>
		<LOS>1500.0000</LOS>
		<Lifespan>120.0000</Lifespan>
		<AutoAttackRange>1500.0000</AutoAttackRange>
		<MinimapIcon>War of the Triple Alliance\Units\Catastrophe\dullahanminimap</MinimapIcon>
		<UnitAIType>HandCombative</UnitAIType>
		<Armor type='Ranged' value='0.9900' />
		<Armor type='Hand' value='0.9900' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ColorTransformNonGaia</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>catastrophe.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>1.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>CatastropheBall</Projectile>
			<DamageBonus type='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1606' name='CatastropheStrongest'>
		<DBID>2284</DBID>
		<DisplayNameID>71005</DisplayNameID>
		<EditorNameID>71006</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.7500</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>12.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Catastrophe\horse3.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\light_cavalry\light_cavalry_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\dullahanBIG</PortraitIcon>
		<RolloverTextID>71007</RolloverTextID>
		<ShortRolloverTextID>71008</ShortRolloverTextID>
		<InitialHitpoints>900000.0000</InitialHitpoints>
		<MaxHitpoints>900000.0000</MaxHitpoints>
		<LOS>1500.0000</LOS>
		<AutoAttackRange>1500.0000</AutoAttackRange>
		<MinimapIcon>War of the Triple Alliance\Units\Catastrophe\dullahanminimap</MinimapIcon>
		<UnitAIType>HandCombative</UnitAIType>
		<Armor type='Ranged' value='0.9900' />
		<Armor type='Hand' value='0.9900' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>catastrophe.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>1.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageArea>7.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>CatastropheBall</Projectile>
			<DamageBonus type='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1607' name='GWsoldier'>
		<DBID>2285</DBID>
		<DisplayNameID>71009</DisplayNameID>
		<EditorNameID>71010</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\soldier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\gwsoldier</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\gwsoldierBIG</PortraitIcon>
		<RolloverTextID>71011</RolloverTextID>
		<ShortRolloverTextID>71012</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>gwsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.200000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.200000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.200000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1617' name='WOTTASertanejoAccessory3x3'>
		<DBID>2295</DBID>
		<DisplayNameID>71049</DisplayNameID>
		<EditorNameID>71050</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessory3x3.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1618' name='WOTTASertanejoAccessory2x2'>
		<DBID>2296</DBID>
		<DisplayNameID>71051</DisplayNameID>
		<EditorNameID>71052</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessory2x2.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1619' name='WOTTASertanejoAccessoryTree'>
		<DBID>2297</DBID>
		<DisplayNameID>71053</DisplayNameID>
		<EditorNameID>71054</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessoryTree.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1620' name='WOTTASertanejoAccessoryAnimal'>
		<DBID>2298</DBID>
		<DisplayNameID>71055</DisplayNameID>
		<EditorNameID>71056</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessoryAnimal.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1621' name='WOTTASertanejoAccessoryPerson'>
		<DBID>2299</DBID>
		<DisplayNameID>71057</DisplayNameID>
		<EditorNameID>71058</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessoryPerson.xml</AnimFile>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1622' name='WOTTAPirateAccessory3x3'>
		<DBID>2300</DBID>
		<DisplayNameID>71059</DisplayNameID>
		<EditorNameID>71060</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\Pirateaccessory3x3.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1623' name='WOTTAPirateAccessory2x2'>
		<DBID>2301</DBID>
		<DisplayNameID>71061</DisplayNameID>
		<EditorNameID>71062</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\Pirateaccessory2x2.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1624' name='WOTTAPirateAccessoryTree'>
		<DBID>2302</DBID>
		<DisplayNameID>71063</DisplayNameID>
		<EditorNameID>71064</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\PirateaccessoryTree.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1625' name='WOTTAPirateAccessoryPerson'>
		<DBID>2303</DBID>
		<DisplayNameID>71065</DisplayNameID>
		<EditorNameID>71066</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\PirateaccessoryPerson.xml</AnimFile>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1626' name='WOTTAGuaraniAccessoryTree'>
		<DBID>2304</DBID>
		<DisplayNameID>71067</DisplayNameID>
		<EditorNameID>71068</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\guaraniaccessoryTree.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1627' name='WOTTAPaulistaAccessoryPerson'>
		<DBID>2305</DBID>
		<DisplayNameID>71069</DisplayNameID>
		<EditorNameID>71070</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\PaulistaaccessoryPerson.xml</AnimFile>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1628' name='WOTTAPaulistaAccessory2x2'>
		<DBID>2306</DBID>
		<DisplayNameID>71071</DisplayNameID>
		<EditorNameID>71072</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\Paulistaaccessory2x2.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1629' name='WOTTASlaveAccessoryPerson'>
		<DBID>2307</DBID>
		<DisplayNameID>71073</DisplayNameID>
		<EditorNameID>71074</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\SlaveaccessoryPerson.xml</AnimFile>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1630' name='WOTTAPaulistaAccessory3x3'>
		<DBID>2308</DBID>
		<DisplayNameID>71075</DisplayNameID>
		<EditorNameID>71076</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\Paulistaaccessory3x3.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1631' name='WOTTAPaulistaAccessoryTree'>
		<DBID>2309</DBID>
		<DisplayNameID>71077</DisplayNameID>
		<EditorNameID>71078</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\paulistaaccessoryTree.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1632' name='WOTTAChristAccessory2x2'>
		<DBID>2310</DBID>
		<DisplayNameID>71079</DisplayNameID>
		<EditorNameID>71080</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\Christaccessory2x2.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1633' name='WOTTAChristAccessoryPerson'>
		<DBID>2311</DBID>
		<DisplayNameID>71081</DisplayNameID>
		<EditorNameID>71082</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\ChristaccessoryPerson.xml</AnimFile>
		<portrait>War of the Triple Alliance\Icons\Natives\Pirate</portrait>
		<LOS>0.0000</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='1634' name='WOTTAChristAccessoryAnimal'>
		<DBID>2312</DBID>
		<DisplayNameID>71083</DisplayNameID>
		<EditorNameID>71084</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\christaccessoryAnimal.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<portrait>War of the Triple Alliance\Icons\Natives\Sertanejo</portrait>
		<LOS>0.0000</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='1635' name='MustardGas'>
		<DBID>2313</DBID>
		<DisplayNameID>71085</DisplayNameID>
		<WanderDistance>10</WanderDistance>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>1.000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\mustardgas.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>3.0000</LOS>
		<TrainPoints>15.0000</TrainPoints>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>0.0000</Bounty>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapIcon>War of the Triple Alliance\Units\Catastrophe\dullahanminimap</MinimapIcon>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>LogicalTypeHealed</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>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>@NotSelectable</Flag>
		<Flag>@NoHPBar</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Wanders</Flag>
		<Tactics>mustardgas.tactics</Tactics>
		<Flag>Invulnerable</Flag>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>5.000000</DamageCap>
			<DamageArea>10.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.500000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1637' name='MercJagunco'>
		<DBID>2315</DBID>
		<DisplayNameID>71090</DisplayNameID>
		<EditorNameID>71091</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<PopulationCount>3</PopulationCount>
		<AnimFile>War of the Triple Alliance\Units\Natives\jagunco.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\cangaceiro_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\cangaceiro_portrait</PortraitIcon>
		<RolloverTextID>71092</RolloverTextID>
		<ShortRolloverTextID>71093</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.7000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1638' name='ShepherdDog'>
		<DBID>2316</DBID>
		<DisplayNameID>71094</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\dog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\shepherddog</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\shepherddogBIG</PortraitIcon>
		<RolloverTextID>71095</RolloverTextID>
		<ShortRolloverTextID>71096</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Armor type='Hand' value='0.1000' />
		<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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DogBite</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>10.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1639' name='IMLuebecker'>
		<DBID>2317</DBID>
		<DisplayNameID>71097</DisplayNameID>
		<EditorNameID>71098</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\mecklenburger\mecklenburger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_big</PortraitIcon>
		<RolloverTextID>71099</RolloverTextID>
		<ShortRolloverTextID>71100</ShortRolloverTextID>
		<InitialHitpoints>205.0000</InitialHitpoints>
		<MaxHitpoints>205.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>14.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.50000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractRangedInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1640' name='IMKruppCannon'>
		<DBID>2318</DBID>
		<DisplayNameID>71101</DisplayNameID>
		<EditorNameID>71102</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\krupp\krupp.xml</AnimFile>
		<ImpactType>Metal</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Units\German\krupp\krupp_portrait</PortraitIcon>
		<RolloverTextID>71103</RolloverTextID>
		<ShortRolloverTextID>71104</ShortRolloverTextID>
		<InitialHitpoints>460.0000</InitialHitpoints>
		<MaxHitpoints>460.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<AutoAttackRange>31.0000</AutoAttackRange>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>120.0000</TrainPoints>
		<Bounty>75.0000</Bounty>
		<BuildBounty>75.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<BuildLimit>1</BuildLimit>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.800' />
		<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>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>AllowOverPopCap</Flag>
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>32.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>0.500000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.2500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1641' name='IMChevauleger'>
		<DBID>2319</DBID>
		<DisplayNameID>71105</DisplayNameID>
		<EditorNameID>71106</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>9.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\chevauleger_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\chevauleger_BIG</PortraitIcon>
		<RolloverTextID>71107</RolloverTextID>
		<ShortRolloverTextID>71108</ShortRolloverTextID>
		<InitialHitpoints>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>21.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<ScoreValue>25.0000</ScoreValue>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3250' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.500000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1642' name='IMokinawanspearman'>
		<DBID>2320</DBID>
		<DisplayNameID>71109</DisplayNameID>
		<EditorNameID>71110</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\Okinawan\okinawan.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\okinawanspearman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\okinawanspearmanBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71111</RolloverTextID>
		<ShortRolloverTextID>71112</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1643' name='IMkarateka'>
		<DBID>2321</DBID>
		<DisplayNameID>71113</DisplayNameID>
		<EditorNameID>71114</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\Karate\japanesekarate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Blackbelt_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Blackbelt_BIG</PortraitIcon>
		<RolloverTextID>71115</RolloverTextID>
		<ShortRolloverTextID>71116</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>Mercenary</UnitType>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypchinesedisciple.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1644' name='IMmountedsamurai'>
		<DBID>2322</DBID>
		<DisplayNameID>71117</DisplayNameID>
		<EditorNameID>71118</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\mountedsamurai\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\mountedsamurai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\mountedsamuraiBIG</PortraitIcon>
		<RolloverTextID>71119</RolloverTextID>
		<ShortRolloverTextID>71120</ShortRolloverTextID>
		<InitialHitpoints>460.0000</InitialHitpoints>
		<MaxHitpoints>460.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handcavalrysplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>130.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>160.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.50000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>116.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>450.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.50000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1645' name='IMredshirt'>
		<DBID>2323</DBID>
		<DisplayNameID>71121</DisplayNameID>
		<EditorNameID>71122</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Italian\Redshirt\redshirt.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\redshirt_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\redshirt_BIG</PortraitIcon>
		<RolloverTextID>71123</RolloverTextID>
		<ShortRolloverTextID>71124</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>AbstractConsulateUnit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1646' name='NATnao'>
		<DBID>2324</DBID>
		<DisplayNameID>71125</DisplayNameID>
		<EditorNameID>71126</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Caravel\nao.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>71127</RolloverTextID>
		<ShortRolloverTextID>71128</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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>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>
		<UnitType>AbstractNativeWarrior</UnitType>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1647' name='Zebu'>
		<DBID>2325</DBID>
		<DisplayNameID>71129</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Cow\zebu.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\zebu</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\zebuBIG</PortraitIcon>
		<RolloverTextID>71130</RolloverTextID>
		<ShortRolloverTextID>71131</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1500.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.00000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>0.500000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
			<Rate type='WOLPasture'>1.330000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainCows</Name>
			<Rate type='Cow'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pasture</Name>
			<Rate type='Mill'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1648' name='Soldadera'>
		<DBID>2326</DBID>
		<DisplayNameID>71132</DisplayNameID>
		<EditorNameID>71133</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\soldadera\soldadera.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\soldadera</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\soldaderaBIG</PortraitIcon>
		<RolloverTextID>71134</RolloverTextID>
		<ShortRolloverTextID>71135</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<TrainPoints>32.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>
		<Flag>CanAutoHeal</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1649' name='Borracho'>
		<DBID>2327</DBID>
		<DisplayNameID>71136</DisplayNameID>
		<EditorNameID>71137</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\borracho\borracho.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\borracho</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\borrachoBIG</PortraitIcon>
		<RolloverTextID>71138</RolloverTextID>
		<ShortRolloverTextID>71139</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1650' name='MexicanSaloon'>
		<DBID>2328</DBID>
		<DisplayNameID>71140</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\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>71141</RolloverTextID>
		<ShortRolloverTextID>71142</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>SaloonOutlawPistol</Train>
		<Train column='1' page='0' row='0'>SaloonOutlawRider</Train>
		<Train column='2' page='0' row='0'>SaloonOutlawRifleman</Train>
		<Train column='3' page='0' row='0'>SaloonPirate</Train>
		<Train column='4' page='0' row='0'>ypDacoit</Train>
		<Train column='5' page='0' row='0'>ypThuggee</Train>
		<Train column='9' page='0' row='0'>ypWokouBlindMonk</Train>
		<Train column='6' page='0' row='0'>ypWokouPirate</Train>
		<Train column='7' page='0' row='0'>ypWokouWanderingHorseman</Train>
		<Train column='8' page='0' row='0'>ypWokouWaywardRonin</Train>
		<Train column='8' page='0' row='0'>MercCuerudo</Train>
		<Tech column='1' page='1' row='0'>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1651' name='AmericanHotAirBalloon'>
		<DBID>2329</DBID>
		<DisplayNameID>71143</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\balloon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\balloons\hot_air_balloon</Icon>
		<PortraitIcon>units\balloons\hot_air_balloon_portrait</PortraitIcon>
		<RolloverTextID>71144</RolloverTextID>
		<ShortRolloverTextID>71145</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>44.0000</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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1652' name='IMFilibuster'>
		<DBID>2330</DBID>
		<DisplayNameID>71146</DisplayNameID>
		<EditorNameID>71147</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Confederate\filibuster\filibuster.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\filibuster</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\filibusterBIG</PortraitIcon>
		<RolloverTextID>71148</RolloverTextID>
		<ShortRolloverTextID>71149</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>14.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.30000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractRangedInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1653' name='IMscarletsails'>
		<DBID>2331</DBID>
		<DisplayNameID>71150</DisplayNameID>
		<EditorNameID>71151</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\scarletsails\scarletsails.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\scarletsails</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\scarletsailsBIG</PortraitIcon>
		<RolloverTextID>71152</RolloverTextID>
		<ShortRolloverTextID>71153</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<BuildLimit>2</BuildLimit>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>Mercenary</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 column='0' page='0' row='0'>WOLIMOpryshokBlock</Train>
		<Train column='1' page='0' row='1'>WOLIMSerdukBlock</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>fluyt.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1654' name='CrateofFameLarge'>
		<DBID>2332</DBID>
		<DisplayNameID>71154</DisplayNameID>
		<EditorNameID>71155</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftrade.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>71156</RolloverTextID>
		<ShortRolloverTextID>71157</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Fame'>500.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1655' name='CrateofTradeLarge'>
		<DBID>2333</DBID>
		<DisplayNameID>71158</DisplayNameID>
		<EditorNameID>71159</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>71160</RolloverTextID>
		<ShortRolloverTextID>71161</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Trade'>500.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1656' name='ColombianAcademy'>
		<DBID>2334</DBID>
		<DisplayNameID>71162</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\academia.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\buildings\headquarters</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\headquartersBIG</PortraitIcon>
		<RolloverTextID>71163</RolloverTextID>
		<ShortRolloverTextID>71164</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>200.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='0' page='0' row='0'>BolivarGuard</Train>
		<Tech column='0' page='1' row='0'>ImperialIndependentistas</Tech>
		<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>DontFlattenGround</Flag>
		<Flag>NeverShowButton</Flag>
		<Flag>UseAlignedObstructionOnMinimap</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>TileAlignPlacement</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>combatbuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1657' name='FishDorado'>
		<DBID>2335</DBID>
		<DisplayNameID>71165</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\dorado.xml</AnimFile>
		<Icon>units\animals\fish\bass_icon_64x64</Icon>
		<PortraitIcon>units\animals\fish\bass_portrait</PortraitIcon>
		<RolloverTextID>71166</RolloverTextID>
		<ShortRolloverTextID>71167</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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='1658' name='MustardGasController'>
		<DBID>2336</DBID>
		<DisplayNameID>71168</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>71169</RolloverTextID>
		<ShortRolloverTextID>71170</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='1659' name='VilcabambaRifle'>
		<DBID>2337</DBID>
		<DisplayNameID>71171</DisplayNameID>
		<EditorNameID>71172</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Arquebusier Angel\arquebusier_angel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\Arquebusier_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\Arquebusier_Portrait</PortraitIcon>
		<RolloverTextID>71173</RolloverTextID>
		<ShortRolloverTextID>71174</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1660' name='MancoHorseman'>
		<DBID>2338</DBID>
		<DisplayNameID>71175</DisplayNameID>
		<EditorNameID>71176</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Manco Horseman\manco_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Checanos\Icons\manco_rider_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Checanos\Icons\manco_rider_portrait</PortraitIcon>
		<RolloverTextID>71177</RolloverTextID>
		<ShortRolloverTextID>71178</ShortRolloverTextID>
		<InitialHitpoints>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>0.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>240.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1661' name='IncaMortar'>
		<DBID>2339</DBID>
		<DisplayNameID>71179</DisplayNameID>
		<EditorNameID>71180</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Inca\mortero_inca\mortero_inca.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\cannon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\cannon_portrait</PortraitIcon>
		<RolloverTextID>71181</RolloverTextID>
		<ShortRolloverTextID>71182</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<AutoAttackRange>40.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>incaMortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>7.500000</DamageBonus>
			<DamageBonus type='Ship'>5.00000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1662' name='Tambo'>
		<DBID>2340</DBID>
		<DisplayNameID>71183</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Inca\tambo\tambo.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\incaoutpost</Icon>
		<PortraitIcon>buildings\spc\inca_outpost\inca_outpost_portrait</PortraitIcon>
		<RolloverTextID>71184</RolloverTextID>
		<ShortRolloverTextID>71185</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='2' row='0'>Elitechampis</Tech>
		<Tech column='1' page='2' row='0'>Elitebolaswarriors</Tech>
		<Tech column='1' page='2' row='0'>Championbolaswarriors</Tech>
		<Tech column='0' page='2' row='0'>ImpLegendarychampis</Tech>
		<Tech column='3' page='1' row='0'>StrongTambo</Tech>
		<Tech column='3' page='1' row='0'>MightyTambo</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutBarometz</Tech>
		<Tech column='1' page='2' row='0'>ImpLegendarybolaswarriors</Tech>
		<Tech column='3' page='2' row='0'>Elitehuamincas</Tech>
		<Tech column='3' page='2' row='0'>Championhuamincas</Tech>
		<Tech column='2' page='2' row='0'>Championvilcabambarifles</Tech>
		<Tech column='2' page='2' row='0'>ImpLegendaryvilcabambarifles</Tech>
		<Tech column='3' page='2' row='0'>ImpLegendaryhuamincas</Tech>
		<Tech column='0' page='2' row='0'>Championchampis</Tech>
		<Tech column='0' page='5' row='0'>Championyaba</Tech>
		<Tech column='0' page='5' row='0'>ImpLegendaryyaba</Tech>
		<Tech column='0' page='5' row='0'>ImpLegendarymortar</Tech>
		<Tech column='0' page='5' row='0'>Championmortar</Tech>
		<Tech column='0' page='2' row='0'>BigTamboCoordinateVolley</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>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>incaoutpost.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1663' name='IncaTemple'>
		<DBID>2341</DBID>
		<DisplayNameID>71186</DisplayNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Inca\temple\temple.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\incatemple</Icon>
		<PortraitIcon>buildings\spc\aztec_temple\aztec_temple_portrait</PortraitIcon>
		<RolloverTextID>71187</RolloverTextID>
		<ShortRolloverTextID>71188</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		
		<Train column='0' page='0' row='0'>Huaminca</Train>
		<Train column='1' page='0' row='0'>BolasWarrior</Train>
		<Train column='2' page='0' row='0'>VilcabambaRifle</Train>
		<Train column='3' page='0' row='0'>Champi</Train>
		<Train column='0' page='1' row='0'>IncaMortar</Train>
		<Train column='1' page='1' row='0'>Yaba</Train>
		<Tech column='0' page='2' row='0'>Yanaconas</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>
		<Tactics>incatemple.tactics</Tactics>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1664' name='hwacha'>
		<DBID>2342</DBID>
		<DisplayNameID>71189</DisplayNameID>
		<EditorNameID>71190</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\hwacha.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\korea\koreanunique_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanunique_icon_portrait</PortraitIcon>
		<RolloverTextID>71191</RolloverTextID>
		<ShortRolloverTextID>71192</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>ArrowFlaming</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>hwacha.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.50000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.50000</DamageBonus>
			<DamageBonus type='Building'>2.00000</DamageBonus>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1665' name='DangpaSpearman'>
		<DBID>2343</DBID>
		<DisplayNameID>71193</DisplayNameID>
		<EditorNameID>71194</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\dangpa\dangpa.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanpikeman_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanpikeman_icon_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71195</RolloverTextID>
		<ShortRolloverTextID>71196</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1666' name='Shinkishon'>
		<DBID>2344</DBID>
		<DisplayNameID>71197</DisplayNameID>
		<EditorNameID>71198</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\Fire Lance\fire lance.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanmusketeer_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanmusketeer_icon_portrait</PortraitIcon>
		<RolloverTextID>71199</RolloverTextID>
		<ShortRolloverTextID>71200</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>abus.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1667' name='koreanWarWagon'>
		<DBID>2345</DBID>
		<DisplayNameID>71201</DisplayNameID>
		<EditorNameID>71202</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\korean.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>71203</RolloverTextID>
		<ShortRolloverTextID>71204</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>warwagon.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>3.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1668' name='HwalArcher'>
		<DBID>2346</DBID>
		<DisplayNameID>71205</DisplayNameID>
		<EditorNameID>71206</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\archer_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanrider_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanrider_icon_portrait</PortraitIcon>
		<RolloverTextID>71207</RolloverTextID>
		<ShortRolloverTextID>71208</ShortRolloverTextID>
		<InitialHitpoints>185.0000</InitialHitpoints>
		<MaxHitpoints>185.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>37.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.00000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1669' name='Catapultnoh'>
		<DBID>2347</DBID>
		<DisplayNameID>71209</DisplayNameID>
		<EditorNameID>71210</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Matchlock Gunner\gunner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\mingcrossbow_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\mingcrossbow_icon_portrait</PortraitIcon>
		<RolloverTextID>71211</RolloverTextID>
		<ShortRolloverTextID>71212</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketbayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1670' name='PieonjeongArcher'>
		<DBID>2348</DBID>
		<DisplayNameID>71213</DisplayNameID>
		<EditorNameID>71214</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\archer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbowman_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanbowman_icon_portrait</PortraitIcon>
		<RolloverTextID>71215</RolloverTextID>
		<ShortRolloverTextID>71216</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>23.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>28.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1671' name='Jija'>
		<DBID>2349</DBID>
		<DisplayNameID>71217</DisplayNameID>
		<EditorNameID>71218</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\flaming arrow\flaming_arrow.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\korea\gun_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\gun_icon_portrait</PortraitIcon>
		<RolloverTextID>71219</RolloverTextID>
		<ShortRolloverTextID>71220</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>flamingarrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>38.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>3.00000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1673' name='Firecattle'>
		<DBID>2351</DBID>
		<DisplayNameID>71221</DisplayNameID>
		<EditorNameID>71222</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\firecattle\firecattle.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Cards\Brazil\Melchiors Flying Bull</Icon>
		<PortraitIcon>War of the Triple Alliance\Cards\Brazil\Melchiors Flying Bull</PortraitIcon>
		<RolloverTextID>71223</RolloverTextID>
		<ShortRolloverTextID>71224</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>55.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractWagon</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>explodingcart.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>2500.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1679' name='ConsulateChuKoNu'>
		<DBID>2357</DBID>
		<DisplayNameID>71227</DisplayNameID>
		<EditorNameID>71228</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_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>71226</RolloverTextID>
		<ShortRolloverTextID>71225</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>24.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>chukonu.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1680' name='ConsulateFlameThrower'>
		<DBID>2358</DBID>
		<DisplayNameID>80467</DisplayNameID>
		<EditorNameID>80468</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.2500</MaxVelocity>
		<MaxRunVelocity>6.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_flame.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>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>34.0000</Bounty>
		<BuildBounty>34.0000</BuildBounty>
		<Cost resourcetype='Wood'>170.0000</Cost>
		<Cost resourcetype='Gold'>170.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.6500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractConsulateSiegeFortress</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>flamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>0.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>6.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>4.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.600000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1687' name='koreanshiplight'>
		<DBID>2365</DBID>
		<DisplayNameID>71233</DisplayNameID>
		<EditorNameID>71234</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>71235</RolloverTextID>
		<ShortRolloverTextID>71236</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1688' name='koreanshipmedium'>
		<DBID>2366</DBID>
		<DisplayNameID>71237</DisplayNameID>
		<EditorNameID>71238</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>71239</RolloverTextID>
		<ShortRolloverTextID>71240</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Wood'>450.0000</Cost>
		<Cost resourcetype='Gold'>750.0000</Cost>
		<MaxContained>75</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='0' row='0'>shinkishon</Train>
		<Train column='1' page='0' row='0'>catapultnoh</Train>
		<Train column='2' page='0' row='0'>dangpaspearman</Train>
		<Train column='3' page='0' row='0'>PieonjeongArcher</Train>
		<Train column='4' page='0' row='0'>hwalarcher</Train>
		<Train column='5' page='0' row='0'>koreanwarwagon</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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1689' name='Turtleship'>
		<DBID>2367</DBID>
		<DisplayNameID>71241</DisplayNameID>
		<EditorNameID>71242</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</TurnRate>
		<AnimFile>units\asians\naval\atakabune\atakabune.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>71243</RolloverTextID>
		<ShortRolloverTextID>71244</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1690' name='RighteousArmy'>
		<DBID>2368</DBID>
		<DisplayNameID>71245</DisplayNameID>
		<EditorNameID>71246</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Righteous Fighter\fighter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanswordman_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanswordman_icon_portrait</PortraitIcon>
		<RolloverTextID>71247</RolloverTextID>
		<ShortRolloverTextID>71248</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1691' name='MercCuerudo'>
		<DBID>2369</DBID>
		<DisplayNameID>71249</DisplayNameID>
		<EditorNameID>71250</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cuerudo\cuerudo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\cuerudo_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\cuerudo_BIG</PortraitIcon>
		<RolloverTextID>71251</RolloverTextID>
		<ShortRolloverTextID>71252</ShortRolloverTextID>
		<InitialHitpoints>585.0000</InitialHitpoints>
		<MaxHitpoints>585.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<ScoreValue>26.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>56.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>37.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1693' name='UybassyArcher'>
		<DBID>2371</DBID>
		<DisplayNameID>71257</DisplayNameID>
		<EditorNameID>71258</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\tupi\kaa\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>71259</RolloverTextID>
		<ShortRolloverTextID>71260</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>26.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1694' name='Maratekoaras'>
		<DBID>2372</DBID>
		<DisplayNameID>71261</DisplayNameID>
		<EditorNameID>71262</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\tupi\club\clubman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Tupi\clubmanSMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\clubmanBIG</PortraitIcon>
		<RolloverTextID>71263</RolloverTextID>
		<ShortRolloverTextID>71264</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractArtillery'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>1.700000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1695' name='Ybira'>
		<DBID>2373</DBID>
		<DisplayNameID>71265</DisplayNameID>
		<EditorNameID>71266</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Ybira-Jara\ybira_jara.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Tupi\axemanSMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\axemanBIG</PortraitIcon>
		<RolloverTextID>71267</RolloverTextID>
		<ShortRolloverTextID>71268</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1696' name='Blowgunner'>
		<DBID>2374</DBID>
		<DisplayNameID>71269</DisplayNameID>
		<EditorNameID>71270</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\tupi\blow\blowgunner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Tupi\blowgunnerSMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\blowgunnerBIG</PortraitIcon>
		<RolloverTextID>71271</RolloverTextID>
		<ShortRolloverTextID>71272</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CannotConvertHill</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractHeavyInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>blowgunner.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<Projectile>dart</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='1697' name='Pombero'>
		<DBID>2375</DBID>
		<DisplayNameID>71273</DisplayNameID>
		<EditorNameID>71274</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\tupi\pombero\pombero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Tupi\pomberoSMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Tupi\pomberoBIG</PortraitIcon>
		<RolloverTextID>71275</RolloverTextID>
		<ShortRolloverTextID>71276</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>PoisonArrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pomberooffrogs.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageBonus type='AbstractInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageBonus type='AbstractInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageBonus type='AbstractInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1698' name='Yaba'>
		<DBID>2376</DBID>
		<DisplayNameID>71277</DisplayNameID>
		<EditorNameID>71278</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Checanos\Icons\yaba_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Checanos\Icons\yaba_portrait</PortraitIcon>
		<RolloverTextID>71279</RolloverTextID>
		<ShortRolloverTextID>71280</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>34.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>10.000000</DamageBonus>
			<DamageBonus type='Building'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1699' name='ThunderCannon'>
		<DBID>2377</DBID>
		<DisplayNameID>71281</DisplayNameID>
		<EditorNameID>71282</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tupi\thunder\thundergun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>71283</RolloverTextID>
		<ShortRolloverTextID>71284</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>62.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 -->
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='9'>ToggleStealth</Command>
		<!-- Command column='1' page='9'>Tactic4</Command>
		<Command column='2' page='9'>Tactic3</Command -->
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>explodingCannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.500000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1700' name='Winitufe'>
		<DBID>2378</DBID>
		<DisplayNameID>71285</DisplayNameID>
		<EditorNameID>71286</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\Mapuche\Winitufe\winitufe_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\Horse_mapuche_slinger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\Horse_mapuche_slinger_portrait</PortraitIcon>
		<RolloverTextID>71287</RolloverTextID>
		<ShortRolloverTextID>71288</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>winitufe.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1702' name='MERCJinyiWei'>
		<DBID>2380</DBID>
		<DisplayNameID>71293</DisplayNameID>
		<EditorNameID>71294</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Jinyiwey\jinyiwey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\mingmaster_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\mingmaster_icon_portrait</PortraitIcon>
		<RolloverTextID>71295</RolloverTextID>
		<ShortRolloverTextID>71296</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<ScoreValue>16.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>Stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1703' name='PetMicoLeao'>
		<DBID>2381</DBID>
		<DisplayNameID>71297</DisplayNameID>
		<EditorNameID>71298</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\micoleao.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalmicoleao</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\animalmicoleaoportrait</PortraitIcon>
		<RolloverTextID>71299</RolloverTextID>
		<ShortRolloverTextID>71300</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>3.0000</Bounty>
		<BuildBounty>3.0000</BuildBounty>
		<Cost resourcetype='Food'>25.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1704' name='PetMacaw'>
		<DBID>2382</DBID>
		<DisplayNameID>71301</DisplayNameID>
		<EditorNameID>71302</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<LOS>20.0000</LOS>
		<AnimFile>units\animals\macaw\macaw.xml</AnimFile>
		<Icon>units\animals\macaw\macaw_icon_64x64</Icon>
		<PortraitIcon>units\animals\macaw\macaw_portrait</PortraitIcon>
		<RolloverTextID>71303</RolloverTextID>
		<ShortRolloverTextID>71304</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<BuildLimit>10</BuildLimit>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<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>Tracked</Flag>
		<Command column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>WOLraven.tactics</Tactics>
	</Unit>
	<Unit id='1705' name='NAmilitia'>
		<DBID>2383</DBID>
		<DisplayNameID>71305</DisplayNameID>
		<EditorNameID>71306</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\militia</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71307</RolloverTextID>
		<ShortRolloverTextID>71308</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1706' name='NAspontooner'>
		<DBID>2384</DBID>
		<DisplayNameID>71309</DisplayNameID>
		<EditorNameID>71310</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\spontooner\spontooner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\spontooner</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\spontoonerBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71311</RolloverTextID>
		<ShortRolloverTextID>71312</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1707' name='NAlightcavalry'>
		<DBID>2385</DBID>
		<DisplayNameID>71313</DisplayNameID>
		<EditorNameID>71314</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\lightcavalry\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\lightcavalry</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\lightcavalryBIG</PortraitIcon>
		<RolloverTextID>71315</RolloverTextID>
		<ShortRolloverTextID>71316</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1708' name='NArifleman'>
		<DBID>2386</DBID>
		<DisplayNameID>71317</DisplayNameID>
		<EditorNameID>71318</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\rifleman\rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\rifleman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\riflemanBIG</PortraitIcon>
		<RolloverTextID>71319</RolloverTextID>
		<ShortRolloverTextID>71320</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1709' name='NAsapper'>
		<DBID>2387</DBID>
		<DisplayNameID>71321</DisplayNameID>
		<EditorNameID>71322</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\sapper\sapper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\sapper</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\sapperBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71323</RolloverTextID>
		<ShortRolloverTextID>71324</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHandSiege</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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sapper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1710' name='NAnapoleon'>
		<DBID>2388</DBID>
		<DisplayNameID>71325</DisplayNameID>
		<EditorNameID>71326</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Napoleon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\napoleon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\napoleonBIG</PortraitIcon>
		<RolloverTextID>71327</RolloverTextID>
		<ShortRolloverTextID>71328</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>250.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1711' name='NAblakely'>
		<DBID>2389</DBID>
		<DisplayNameID>71329</DisplayNameID>
		<EditorNameID>71330</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Blakely\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\blakely</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\blakelyBIG</PortraitIcon>
		<RolloverTextID>71331</RolloverTextID>
		<ShortRolloverTextID>71332</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>33.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1712' name='NAWhitworth'>
		<DBID>2390</DBID>
		<DisplayNameID>71333</DisplayNameID>
		<EditorNameID>71334</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Whitworth\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\whitworth</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\whitworthBIG</PortraitIcon>
		<RolloverTextID>71335</RolloverTextID>
		<ShortRolloverTextID>71336</ShortRolloverTextID>
		<InitialHitpoints>195.0000</InitialHitpoints>
		<MaxHitpoints>195.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>65.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>32.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1713' name='NAdictator'>
		<DBID>2391</DBID>
		<DisplayNameID>71337</DisplayNameID>
		<EditorNameID>71338</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Pedrero\pedrero.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\dictator</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\dictatorBIG</PortraitIcon>
		<RolloverTextID>71339</RolloverTextID>
		<ShortRolloverTextID>71340</ShortRolloverTextID>
		<InitialHitpoints>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>325.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1714' name='NAparrott'>
		<DBID>2392</DBID>
		<DisplayNameID>71341</DisplayNameID>
		<EditorNameID>71342</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>3.0000</TurnRate>
		<AnimFile>units\artillery\cannon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\parrott</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\parrottBIG</PortraitIcon>
		<RolloverTextID>71343</RolloverTextID>
		<ShortRolloverTextID>71344</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>240.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>27.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>480.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1715' name='NAkingsmousquetaire'>
		<DBID>2393</DBID>
		<DisplayNameID>71345</DisplayNameID>
		<EditorNameID>71346</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\Kingsmousquetaire\mousquetaire.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\kingsmousquetaire</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\kingsmousquetaireBIG</PortraitIcon>
		<RolloverTextID>71347</RolloverTextID>
		<ShortRolloverTextID>71348</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractInfantry'>3.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractInfantry'>3.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractInfantry'>3.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1716' name='NAmountie'>
		<DBID>2394</DBID>
		<DisplayNameID>71349</DisplayNameID>
		<EditorNameID>71350</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\Mountie\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\mountie</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\mountieBIG</PortraitIcon>
		<RolloverTextID>71351</RolloverTextID>
		<ShortRolloverTextID>71352</ShortRolloverTextID>
		<InitialHitpoints>310.0000</InitialHitpoints>
		<MaxHitpoints>310.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>110.0000</Cost>
		<Cost resourcetype='Gold'>110.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1717' name='NAFootGuard'>
		<DBID>2395</DBID>
		<DisplayNameID>71353</DisplayNameID>
		<EditorNameID>71354</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\footguard\footguard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\footguard</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\footguardBIG</PortraitIcon>
		<RolloverTextID>71355</RolloverTextID>
		<ShortRolloverTextID>71356</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1718' name='NAmarine'>
		<DBID>2396</DBID>
		<DisplayNameID>71357</DisplayNameID>
		<EditorNameID>71358</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\Marine\marine.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\marine</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\marineBIG</PortraitIcon>
		<RolloverTextID>71359</RolloverTextID>
		<ShortRolloverTextID>71360</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>NAmarine.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttackSTIMPACK</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1719' name='NApatriot'>
		<DBID>2397</DBID>
		<DisplayNameID>71361</DisplayNameID>
		<EditorNameID>71362</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\NA\Americans\zouave\zouave.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\patriot</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\patriotBIG</PortraitIcon>
		<RolloverTextID>71363</RolloverTextID>
		<ShortRolloverTextID>71364</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.5000</Bounty>
		<BuildBounty>10.5000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1720' name='NAfencible'>
		<DBID>2398</DBID>
		<DisplayNameID>71365</DisplayNameID>
		<EditorNameID>71366</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\fencible\fencible.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\fencible</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\fencibleBIG</PortraitIcon>
		<RolloverTextID>71367</RolloverTextID>
		<ShortRolloverTextID>71368</ShortRolloverTextID>
		<InitialHitpoints>125.0000</InitialHitpoints>
		<MaxHitpoints>125.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
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		<UnitType>LogicalTypeValidSharpshoot</UnitType>
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		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
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		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>6.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
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			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
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		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>6.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>6.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1721' name='NAmetisrebel'>
		<DBID>2399</DBID>
		<DisplayNameID>71369</DisplayNameID>
		<EditorNameID>71370</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\metisrebel\metisrebel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\metisrebel</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\metisrebelBIG</PortraitIcon>
		<RolloverTextID>71371</RolloverTextID>
		<ShortRolloverTextID>71372</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
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		<TrainPoints>35.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
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		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
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		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
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		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
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		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
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			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
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		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
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			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
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			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>3.000000</DamageBonus>
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			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1722' name='NAtexasranger'>
		<DBID>2400</DBID>
		<DisplayNameID>71373</DisplayNameID>
		<EditorNameID>71374</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\texasranger\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\texasranger</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\texasrangerBIG</PortraitIcon>
		<RolloverTextID>71375</RolloverTextID>
		<ShortRolloverTextID>71376</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
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		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
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		<UnitType>LogicalTypeVillagersAttack</UnitType>
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		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
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		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
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			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1723' name='NAmountedrifle'>
		<DBID>2401</DBID>
		<DisplayNameID>71377</DisplayNameID>
		<EditorNameID>71378</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\mountedrifle\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\mountedrifle</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\mountedrifleBIG</PortraitIcon>
		<RolloverTextID>71379</RolloverTextID>
		<ShortRolloverTextID>71380</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
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		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
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		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
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		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
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		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
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		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
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		<UnitType>AbstractCavalry</UnitType>
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		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1724' name='NAmississaugahorse'>
		<DBID>2402</DBID>
		<DisplayNameID>71381</DisplayNameID>
		<EditorNameID>71382</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\mississaugahorse\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\mississaugahorse</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\mississaugahorseBIG</PortraitIcon>
		<RolloverTextID>71383</RolloverTextID>
		<ShortRolloverTextID>71384</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>80.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>40.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1725' name='NAsharpshooter'>
		<DBID>2403</DBID>
		<DisplayNameID>71385</DisplayNameID>
		<EditorNameID>71386</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\sharpshooter\sharpshooter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\sharpshooter</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\sharpshooterBIG</PortraitIcon>
		<RolloverTextID>71387</RolloverTextID>
		<ShortRolloverTextID>71388</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>30.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>NAsharpshooter.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttackLONG</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttackLONG</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttackLong</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1726' name='NAblackwatch'>
		<DBID>2404</DBID>
		<DisplayNameID>71389</DisplayNameID>
		<EditorNameID>71390</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\blackwatch\blackwatch.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\blackwatch</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\blackwatchBIG</PortraitIcon>
		<RolloverTextID>71391</RolloverTextID>
		<ShortRolloverTextID>71392</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>55.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>55.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>55.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1727' name='NAvoltigeur'>
		<DBID>2405</DBID>
		<DisplayNameID>71393</DisplayNameID>
		<EditorNameID>71394</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Canadians\voltigeur\voltigeur.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\voltigeur</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\voltigeurBIG</PortraitIcon>
		<RolloverTextID>71395</RolloverTextID>
		<ShortRolloverTextID>71396</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>26.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1728' name='NAbuffalosoldier'>
		<DBID>2406</DBID>
		<DisplayNameID>71397</DisplayNameID>
		<EditorNameID>71398</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\buffalosoldier\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\buffalosoldier</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\buffalosoldierBIG</PortraitIcon>
		<RolloverTextID>71399</RolloverTextID>
		<ShortRolloverTextID>71400</ShortRolloverTextID>
		<InitialHitpoints>370.0000</InitialHitpoints>
		<MaxHitpoints>370.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Food'>240.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1729' name='NAcavalrycorps'>
		<DBID>2407</DBID>
		<DisplayNameID>71401</DisplayNameID>
		<EditorNameID>71402</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\Americans\cavalrycorps\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\cavalrycorps</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\cavalrycorpsBIG</PortraitIcon>
		<RolloverTextID>71403</RolloverTextID>
		<ShortRolloverTextID>71404</ShortRolloverTextID>
		<InitialHitpoints>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Food'>330.0000</Cost>
		<Cost resourcetype='Gold'>270.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1730' name='NAnurse'>
		<DBID>2408</DBID>
		<DisplayNameID>71405</DisplayNameID>
		<EditorNameID>71406</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\nurse\nurse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\nurse</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\nurseBIG</PortraitIcon>
		<RolloverTextID>71407</RolloverTextID>
		<ShortRolloverTextID>71408</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='6' row='0'>FieldHospital</Train>
		<Train column='0' page='6' row='0'>WOLFieldHospitalRussian</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>surgeon.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1731' name='TreeCanadian'>
		<DBID>2409</DBID>
		<DisplayNameID>71409</DisplayNameID>
		<EditorNameID>71410</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>71411</RolloverTextID>
		<ShortRolloverTextID>71412</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<TrainPoints>0.0000</TrainPoints>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1732' name='LogCabin'>
		<DBID>2410</DBID>
		<DisplayNameID>71413</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\logcabin.xml</AnimFile>
		<DeadReplacement>CrateofWood</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>house.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>71414</RolloverTextID>
		<ShortRolloverTextID>71415</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Wood'>0.20000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1733' name='NAstore'>
		<DBID>2411</DBID>
		<DisplayNameID>71416</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\store</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\storeBIG</PortraitIcon>
		<RolloverTextID>71418</RolloverTextID>
		<ShortRolloverTextID>71419</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>WOTTAhunting01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting03NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood04NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine04NA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01NA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat02NA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01NA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02american</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth03american</Tech>
		<Tech column='5' page='1' row='0'>WOTTAmercantilism01NA</Tech>
		<Tech column='5' page='1' row='0'>WOTTAmercantilism02NA</Tech>
		<Tech column='2' page='7' row='0'>NAlevis00</Tech>
		<Tech column='3' page='7' row='0'>NAcocacola00</Tech>
		<Tech column='4' page='7' row='0'>NAge00</Tech>
		<Tech column='5' page='7' row='0'>NAford00</Tech>
		<Tech column='2' page='8' row='0'>NAtexaco00</Tech>
		<Tech column='3' page='8' row='0'>NAcolt00</Tech>
		<Tech column='4' page='8' row='0'>NAjohndeere00</Tech>
		<Tech column='5' page='8' row='0'>NAtiffany00</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 column='0' page='10'>Delete</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
	</Unit>
	<Unit id='1734' name='Steamboat'>
		<DBID>2412</DBID>
		<DisplayNameID>71420</DisplayNameID>
		<EditorNameID>71421</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\steamboat\steamboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fluyt\fluyt_icon_64x64</Icon>
		<PortraitIcon>units\naval\fluyt\fluyt_portrait</PortraitIcon>
		<RolloverTextID>71422</RolloverTextID>
		<ShortRolloverTextID>71423</ShortRolloverTextID>
		<InitialHitpoints>1650.0000</InitialHitpoints>
		<MaxHitpoints>1650.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.8500' />
		<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 column='0' page='1' row='0'>NAmilitia</Train>
		<Train column='1' page='1' row='0'>NAspontooner</Train>
		<Train column='2' page='1' row='0'>NAkingsmousquetaire</Train>
		<Train column='2' page='1' row='0'>NAmarine</Train>
		<Train column='2' page='1' row='0'>NApatriot</Train>
		<Train column='2' page='1' row='0'>NAfootguard</Train>
		<Train column='3' page='1' row='0'>NArifleman</Train>
		<Train column='4' page='1' row='0'>NAsharpshooter</Train>
		<Train column='4' page='1' row='0'>NAfencible</Train>
		<Train column='4' page='1' row='0'>NAmetisrebel</Train>
		<Train column='5' page='1' row='0'>NAblackwatch</Train>
		<Train column='5' page='1' row='0'>NAvoltigeur</Train>
		<Train column='0' page='1' row='0'>NAlightcavalry</Train>
		<Train column='1' page='1' row='0'>NAmississaugahorse</Train>
		<Train column='1' page='1' row='0'>NAmountedrifle</Train>
		<Train column='1' page='1' row='0'>NAtexasranger</Train>
		<Train column='2' page='1' row='0'>NAmountie</Train>
		<Train column='2' page='1' row='0'>NAbuffalosoldier</Train>
		<Train column='2' page='1' row='0'>NAcavalrycorps</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 column='0' page='11'>Abilities</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>72.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1735' name='NAtinclad'>
		<DBID>2413</DBID>
		<DisplayNameID>71424</DisplayNameID>
		<EditorNameID>71425</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\tinclad\tinclad.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\ironclad_icon</Icon>
		<PortraitIcon>ui\units\ironclad_portrait</PortraitIcon>
		<RolloverTextID>71426</RolloverTextID>
		<ShortRolloverTextID>71427</ShortRolloverTextID>
		<InitialHitpoints>2200.0000</InitialHitpoints>
		<MaxHitpoints>2200.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>Ironclad.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>180.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>230.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1736' name='NAtractor'>
		<DBID>2414</DBID>
		<DisplayNameID>71428</DisplayNameID>
		<EditorNameID>71429</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\wotta_tractor\wotta_tractor.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\tractor</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\tractorBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>71430</RolloverTextID>
		<ShortRolloverTextID>71431</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>tractor.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Farm'>1.500000</Rate>
			<Rate type='WOLFarmIroquois'>1.500000</Rate>
			<Rate type='Mill'>2.000000</Rate>
			<Rate type='WOLPasture'>2.000000</Rate>
			<Rate type='Farm'>1.500000</Rate>
			<Rate type='BalkanBeetStage2'>1.500000</Rate>
			<Rate type='BalkanWheatStage2'>1.500000</Rate>
			<Rate type='BalkanCabbageStage2'>1.500000</Rate>
			<Rate type='BalkanStrawberryStage2'>1.500000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>1.500000</Rate>
			<Rate type='Plantation'>1.500000</Rate>
			<Rate type='OlivePlantation'>1.500000</Rate>
			<Rate type='WOLPlantationIroquois'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1737' name='StatueofLiberty'>
		<DBID>2415</DBID>
		<DisplayNameID>71432</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\modern\HC_props_news\statue_of_liberty.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\NAunits\sol</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\solBIG</PortraitIcon>
		<RolloverTextID>71433</RolloverTextID>
		<ShortRolloverTextID>71434</ShortRolloverTextID>
		<InitialHitpoints>8000.0000</InitialHitpoints>
		<MaxHitpoints>8000.0000</MaxHitpoints>
		<LOS>200.0000</LOS>
		<BuildPoints>240.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>1200.0000</Bounty>
		<BuildBounty>1200.0000</BuildBounty>
		<Cost resourcetype='Gold'>2000.0000</Cost>
		<InitialResource resourcetype='XP'>10.0000</InitialResource>
		<AllowedAge>3</AllowedAge>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractReligiousWonder</UnitType>
		<UnitType>AbstractWonder</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 column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>Autogather</Name>
			<Rate type='XP'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1738' name='StatueWagon'>
		<DBID>2416</DBID>
		<DisplayNameID>71435</DisplayNameID>
		<EditorNameID>71436</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>71437</RolloverTextID>
		<ShortRolloverTextID>71438</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>StatueofLiberty</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='StatueofLiberty'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1739' name='GWinfantryHQ'>
		<DBID>2417</DBID>
		<DisplayNameID>71439</DisplayNameID>
		<EditorNameID>71440</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWinfantryHQ.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\infantry</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\infantryBIG</PortraitIcon>
		<RolloverTextID>71441</RolloverTextID>
		<ShortRolloverTextID>71442</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='6' page='0' row='0'>GWsoldier</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>Dangpaspearman</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>catapultnoh</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='0' page='0' row='0'>PieonjeongArcher</Train>
		<Train column='4' page='0' row='0'>Musketeer</Train>
		<Train column='4' page='0' row='0'>Shinkishon</Train>
		<Train column='4' page='0' row='0'>Janissary</Train>
		<Train column='5' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Skirmisher</Train>
		<Train column='2' page='0' row='0'>Boneguard</Train>
		<Train column='2' page='0' row='0'>BoneguardAge2</Train>
		<Train column='0' page='0' row='0'>ypYumi</Train>
		<Train column='2' page='0' row='0'>ypKensei</Train>
		<Train column='1' page='0' row='0'>ypAshigaru</Train>
		<Train column='5' page='0' row='0'>MercRonin</Train>
		<Tech column='2' page='1' row='0'>DisciplinedDangpaspearman</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredDangpaspearman</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedDangpaspearman</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedPieonjeongArcher</Tech>
		<Tech column='2' page='1' row='0'>yphonoredPieonjeongArcher</Tech>
		<Tech column='4' page='1' row='0'>disciplinedPieonjeongArcher</Tech>
		<Tech column='5' page='1' row='0'>ImperialNeedleGun</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='0' page='1' row='0'>VeteranCrossbowmen</Tech>
		<Tech column='2' page='1' row='0'>RGNassausLinearTactics</Tech>
		<Tech column='5' page='1' row='0'>GuardCacadores</Tech>
		<Tech column='5' page='1' row='0'>RGVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='2' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='0' page='1' row='0'>ImperialLongbowmen</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishers</Tech>
		<Tech column='5' page='1' row='0'>ImperialVoltigeur</Tech>
		<Tech column='1' page='1' row='0'>ImperialTercio</Tech>
		<Tech column='5' page='1' row='0'>ImperialCacadores</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='2' page='1' row='0'>VeteranRodeleros</Tech>
		<Tech column='2' page='1' row='0'>VeteranDopplesoldners</Tech>
		<Tech column='0' page='1' row='0'>GuardLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='4' page='1' row='0'>RGRedcoats</Tech>
		<Tech column='2' page='1' row='0'>GuardRodeleros</Tech>
		<Tech column='1' page='1' row='0'>RGTercio</Tech>
		<Tech column='4' page='1' row='0'>RGGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>ImperialDopplesoldner</Tech>
		<Tech column='2' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>ImperialJanissaries</Tech>
		<Tech column='4' page='1' row='0'>VeteranJanissaries</Tech>
		<Tech column='4' page='1' row='0'>ImperialGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>GuardDopplesoldners</Tech>
		<Tech column='5' page='1' row='0'>RGPrussianNeedleGun</Tech>
		<Tech column='0' page='1' row='0'>VeteranLongbowmen</Tech>
		<Tech column='4' page='1' row='0'>GuardJanissaries</Tech>
		<Tech column='2' page='1' row='0'>RGEspadachins</Tech>
		<Tech column='2' page='1' row='0'>ImperialNassauers</Tech>
		<Tech column='4' page='1' row='0'>ImperialRedcoat</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredShinkishon</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredcatapultnoh</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedcatapultnoh</Tech>
		<Tech column='1' page='1' row='0'>Disciplinedcatapultnoh</Tech>
		<Tech column='0' page='1' row='0'>YPexaltedShinkishon</Tech>
		<Tech column='4' page='1' row='0'>rgbrazilMusketeers</Tech>
		<Tech column='4' page='1' row='0'>imperialbrazilMusketeers</Tech>
		<Tech column='5' page='1' row='0'>RGparaguaySkirmishers</Tech>
		<Tech column='5' page='1' row='0'>imperialparaguaySkirmishers</Tech>
		<Tech column='1' page='1' row='0'>rgbrazilpikemen</Tech>
		<Tech column='1' page='1' row='0'>imperialbrazilpikemen</Tech>
		<Train column='5' page='0' row='0'>Volunteer</Train>
		<Tech column='5' page='1' row='0'>VeteranVolunteers</Tech>
		<Tech column='5' page='1' row='0'>GuardVolunteers</Tech>
		<Tech column='5' page='1' row='0'>ImperialVolunteers</Tech>
		<Train column='4' page='0' row='0'>Lassador</Train>
		<Tech column='4' page='1' row='0'>VeteranLassadores</Tech>
		<Tech column='4' page='1' row='0'>GuardLassadores</Tech>
		<Tech column='4' page='1' row='0'>ImperialLassadores</Tech>
		<Train column='2' page='0' row='0'>Vanguardia</Train>
		<Tech column='2' page='1' row='0'>VeteranVanguardia</Tech>
		<Tech column='2' page='1' row='0'>GuardVanguardia</Tech>
		<Tech column='2' page='1' row='0'>ImperialVanguardia</Tech>
		<Train column='3' page='0' row='0'>Carabinero</Train>
		<Tech column='3' page='1' row='0'>GuardCarabinero</Tech>
		<Tech column='3' page='1' row='0'>ImperialCarabinero</Tech>
		<Tech column='3' page='1' row='0'>ImperialCarabineroBrazilians</Tech>
		<Tech column='3' page='1' row='0'>RGcolombiaCarabineros</Tech>
		<Tech column='3' page='1' row='0'>RGcolombiacarabineros2</Tech>
		<Train column='6' page='0' row='0'>Bacamartero</Train>
		<Tech column='6' page='1' row='0'>ImperialBacamartero</Tech>
		<Tech column='6' page='1' row='0'>ImperialBacamarteroBrazilians</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemenLA</Tech>
		<Tech column='1' page='1' row='0'>GuardPikemenLA</Tech>
		<Tech column='1' page='1' row='0'>ImperialPikemenLA</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishersLA</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishersLA</Tech>
		<Tech column='4' page='1' row='0'>VeteranMusketeersLA</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeersLA</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeersLA</Tech>
		<Tech column='4' page='1' row='0'>VeteranSoldaderas</Tech>
		<Tech column='4' page='1' row='0'>GuardSoldaderas</Tech>
		<Tech column='4' page='1' row='0'>ImperialSoldaderas</Tech>
		<Tech column='0' page='1' row='0'>VeteranBorrachos</Tech>
		<Tech column='0' page='1' row='0'>GuardBorrachos</Tech>
		<Tech column='0' page='1' row='0'>ImperialBorrachos</Tech>
		<Tech column='0' page='2' row='1'>ChurchStandingArmy</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST01LA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST01NA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAinfantryFAST02NA</Tech>
		<Train column='0' page='0' row='0'>NAmilitia</Train>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia01</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia02</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANmilitia03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia02</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia04</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAmilitia05</Tech>
		<Train column='1' page='0' row='0'>NAspontooner</Train>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner01</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANspontooner03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner01</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAspontooner05</Tech>
		<Train column='2' page='0' row='0'>NAkingsmousquetaire</Train>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire01</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANkingsmousquetaire03</Tech>
		<Train column='2' page='0' row='0'>NAmarine</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine01</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAmarine05</Tech>
		<Train column='2' page='0' row='0'>NApatriot</Train>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot01</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSApatriot04</Tech>
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		<Train column='2' page='0' row='0'>NAfootguard</Train>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard01</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANfootguard03</Tech>
		<Train column='3' page='0' row='0'>NArifleman</Train>
		<Tech column='3' page='1' row='0'>NAtechCANrifleman02</Tech>
		<Tech column='3' page='1' row='0'>NAtechCANrifleman03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman02</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman04</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSArifleman05</Tech>
		<Train column='4' page='0' row='0'>NAsharpshooter</Train>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter04</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAsharpshooter05</Tech>
		<Train column='4' page='0' row='0'>NAfencible</Train>
		<Tech column='4' page='1' row='0'>NAtechCANfencible02</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANfencible03</Tech>
		<Train column='4' page='0' row='0'>NAmetisrebel</Train>
		<Tech column='4' page='1' row='0'>NAtechCANmetisrebel02</Tech>
		<Tech column='4' page='1' row='0'>NAtechCANmetisrebel03</Tech>
		<Train column='5' page='0' row='0'>NAblackwatch</Train>
		<Train column='5' page='0' row='0'>NAvoltigeur</Train>
		<Tech column='1' page='2' row='0'>NAtechCANuniquetechfrench02</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish01</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish02</Tech>
		<Tech column='1' page='2' row='1'>NAtechCANuniquetechbritish08</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechunion02</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechunion04</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa05</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa07</Tech>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Borracho</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='4' page='0' row='0'>Musketeer</Train>
		<Train column='4' page='0' row='0'>Soldadera</Train>
		<Train column='4' page='0' row='0'>Janissary</Train>
		<Train column='5' page='0' row='0'>Cacadore</Train>
		<Train column='5' page='0' row='0'>Skirmisher</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='2' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Rodelero</Train>
		<Train column='2' page='0' row='0'>Dopplesoldner</Train>
		<Train column='2' page='0' row='0'>Boneguard</Train>
		<Train column='2' page='0' row='0'>BoneguardAge2</Train>
		<Tech column='4' page='1' row='0'>ImperialRedcoat</Tech>
		<Tech column='4' page='1' row='0'>GuardJanissaries</Tech>
		<Tech column='4' page='1' row='0'>RGRedcoats</Tech>
		<Tech column='4' page='1' row='0'>VeteranJanissaries</Tech>
		<Tech column='5' page='1' row='0'>RGVoltigeur</Tech>
		<Tech column='0' page='1' row='0'>VeteranCrossbowmen</Tech>
		<Tech column='4' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='4' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='0' page='1' row='0'>VeteranLongbowmen</Tech>
		<Tech column='5' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='2' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>RGGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>GuardRodeleros</Tech>
		<Tech column='0' page='1' row='0'>GuardLongbowmen</Tech>
		<Tech column='1' page='1' row='0'>RGTercio</Tech>
		<Tech column='2' page='1' row='0'>GuardDopplesoldners</Tech>
		<Tech column='2' page='1' row='0'>VeteranDopplesoldners</Tech>
		<Tech column='5' page='1' row='0'>GuardCacadores</Tech>
		<Tech column='2' page='1' row='0'>VeteranRodeleros</Tech>
		<Tech column='2' page='1' row='0'>RGNassausLinearTactics</Tech>
		<Tech column='5' page='1' row='0'>RGPrussianNeedleGun</Tech>
		<Tech column='5' page='1' row='0'>ImperialVoltigeur</Tech>
		<Tech column='4' page='1' row='0'>ImperialGuerreiros</Tech>
		<Tech column='2' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='4' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='4' page='1' row='0'>ImperialJanissaries</Tech>
		<Tech column='2' page='1' row='0'>ImperialNassauers</Tech>
		<Tech column='5' page='1' row='0'>ImperialCacadores</Tech>
		<Tech column='0' page='1' row='0'>ImperialLongbowmen</Tech>
		<Tech column='2' page='1' row='0'>ImperialDopplesoldner</Tech>
		<Tech column='5' page='1' row='0'>ImperialSkirmishers</Tech>
		<Tech column='2' page='1' row='0'>RGEspadachins</Tech>
		<Tech column='2' page='1' row='0'>ImperialEspada</Tech>
		<Tech column='1' page='1' row='0'>ImperialTercio</Tech>
		<Tech column='5' page='1' row='0'>ImperialNeedleGun</Tech>
		<Train column='0' page='0' row='0'>xpWarBow</Train>
		<Train column='1' page='0' row='0'>xpWarClub</Train>
		<Train column='2' page='0' row='0'>xpWarRifle</Train>
		<Train column='0' page='0' row='0'>Archer</Train>
		<Train column='1' page='0' row='0'>Clubman</Train>
		<Train column='2' page='0' row='0'>Spearman</Train>
		<Train column='0' page='0' row='0'>xpAenna</Train>
		<Train column='2' page='0' row='0'>xpMusketWarrior</Train>
		<Train column='1' page='0' row='0'>xpTomahawk</Train>
		<Train column='0' page='0' row='0'>xpCoyoteMan</Train>
		<Train column='1' page='0' row='0'>xpMacehualtin</Train>
		<Train column='2' page='0' row='0'>xpPumaMan</Train>
		<Train column='0' page='0' row='0'>xpColonialMilitia</Train>
		<Train column='0' page='0' row='0'>xpSPCColonialMilitia</Train>
		<Train column='0' page='0' row='0'>Musketeer</Train>
		<Train column='1' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>Blowgunner</Train>
		<Train column='4' page='0' row='0'>Pombero</Train>
		<Tech column='0' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='0' page='1' row='0'>EliteAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteTomahawks</Tech>
		<Tech column='1' page='1' row='0'>ChampionTomahawk</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAennas</Tech>
		<Tech column='3' page='1' row='0'>StrongWarHut</Tech>
		<Tech column='0' page='1' row='0'>GuardColonialMilitia</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMacehualtins</Tech>
		<Tech column='0' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='3' page='1' row='0'>MightyWarHut</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutBarometz</Tech>
		<Tech column='0' page='1' row='0'>ChampionWarBows</Tech>
		<Tech column='2' page='1' row='0'>ChampionWarRifles</Tech>
		<Tech column='0' page='1' row='0'>EliteCoyotemen</Tech>
		<Tech column='0' page='1' row='0'>EliteWarBows</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutLacrosse</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryTomahawks</Tech>
		<Tech column='0' page='1' row='0'>ChampionCoyotemen</Tech>
		<Tech column='2' page='1' row='0'>ElitePumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryCoyoteMen</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryWarClubs</Tech>
		<Tech column='1' page='1' row='0'>ChampionMacehualtins</Tech>
		<Tech column='1' page='1' row='0'>EliteWarClubs</Tech>
		<Tech column='0' page='1' row='0'>VeteranColonialMilitia</Tech>
		<Tech column='1' page='1' row='0'>ChampionWarClubs</Tech>
		<Tech column='1' page='1' row='0'>GuardSkirmishers</Tech>
		<Tech column='2' page='1' row='0'>ChampionPumaMen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryWarBows</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryPumaMen</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryWarRifles</Tech>
		<Tech column='2' page='1' row='0'>ChampionMusketWarriors</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMusketWarriors</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutWarDrums</Tech>
		<Tech column='0' page='1' row='0'>ChampionAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteMacehualtins</Tech>
		<Tech column='4' page='1' row='0'>ChampionPombero</Tech>
		<Tech column='4' page='1' row='0'>ImpLegendaryPombero</Tech>
		<Tech column='3' page='1' row='0'>ChampionBlowgunners</Tech>
		<Tech column='3' page='1' row='0'>ImpLegendaryBlowgunners</Tech>
		<Tech column='2' page='1' row='0'>EliteSpearman</Tech>
		<Tech column='2' page='1' row='0'>ChampionSpearman</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendarySpearman</Tech>
		<Tech column='1' page='1' row='0'>EliteMaratekoaras</Tech>
		<Tech column='1' page='1' row='0'>ChampionMaratekoaras</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMaratekoaras</Tech>
		<Tech column='0' page='1' row='0'>EliteTamoios</Tech>
		<Tech column='0' page='1' row='0'>ChampionTamoios</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryTamoios</Tech>
		<Train column='0' page='0' row='0'>ypOldHanArmy</Train>
		<Train column='1' page='0' row='0'>ypStandardArmy</Train>
		<Train column='2' page='0' row='0'>ypMingArmy</Train>
		<Train column='5' page='0' row='0'>ypImperialArmy</Train>
		<Train column='4' page='0' row='0'>ypForbiddenArmy</Train>
		<Train column='3' page='0' row='0'>ypTerritorialArmy</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='0' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Halberdier</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Tech column='1' page='2' row='0'>YPDisciplinedQiangPikeman</Tech>
		<Tech column='2' page='22' row='0'>YPExaltedChangdao</Tech>
		<Tech column='1' page='2' row='0'>YPHonoredQiangPikeman</Tech>
		<Tech column='0' page='22' row='0'>YPDisciplinedSteppeRider</Tech>
		<Tech column='1' page='2' row='0'>YPExaltedQiangPikeman</Tech>
		<Tech column='3' page='22' row='0'>YPExaltedMeteorHammer</Tech>
		<Tech column='2' page='22' row='0'>YPHonoredChangdao</Tech>
		<Tech column='3' page='22' row='0'>YPHonoredMeteorHammer</Tech>
		<Tech column='0' page='1' row='0'>VeteranStrelets</Tech>
		<Tech column='0' page='1' row='0'>ImperialStrelets</Tech>
		<Tech column='4' page='1' row='0'>FortifiedBlockhouse</Tech>
		<Tech column='4' page='1' row='0'>FrontierBlockhouse</Tech>
		<Tech column='0' page='1' row='0'>GuardStrelets</Tech>
		<Tech column='0' page='2' row='0'>YPDisciplinedChuKoNu</Tech>
		<Tech column='2' page='2' row='0'>YPExaltedArquebusier</Tech>
		<Tech column='0' page='2' row='0'>YPHonoredChuKoNu</Tech>
		<Tech column='3' page='2' row='0'>YPExaltedIronFlail</Tech>
		<Tech column='0' page='2' row='0'>YPExaltedChuKoNu</Tech>
		<Tech column='3' page='2' row='0'>YPHonoredIronFlail</Tech>
		<Tech column='2' page='1' row='0'>VeteranMusketeers</Tech>
		<Tech column='1' page='1' row='0'>VeteranPikemen</Tech>
		<Tech column='3' page='1' row='0'>GuardHalberdiers</Tech>
		<Tech column='2' page='1' row='0'>GuardMusketeers</Tech>
		<Tech column='3' page='1' row='0'>ImperialHalberdiers</Tech>
		<Tech column='2' page='1' row='0'>ImperialMusketeers</Tech>
		<Tech column='1' page='22' row='0'>YPDisciplinedKeshik</Tech>
		<Tech column='1' page='22' row='0'>YPExaltedKeshik</Tech>
		<Tech column='2' page='2' row='0'>YPHonoredArquebusier</Tech>
		<Tech column='1' page='22' row='0'>YPHonoredKeshik</Tech>
		<Tech column='0' page='22' row='0'>YPExaltedSteppeRider</Tech>
		<Tech column='0' page='22' row='0'>YPHonoredSteppeRider</Tech>
		<Tech column='0' page='2' row='0'>GWboltactionrifle</Tech>
		<Tech column='0' page='2' row='0'>GWgasmask</Tech>
		<Tech column='0' page='2' row='0'>GWmachinegun</Tech>
		<Tech column='0' page='2' row='0'>GWundermine</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1740' name='GWcavalryHQ'>
		<DBID>2418</DBID>
		<DisplayNameID>71443</DisplayNameID>
		<EditorNameID>71444</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWcavalryHQ.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\cavalry</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\cavalryBIG</PortraitIcon>
		<RolloverTextID>71445</RolloverTextID>
		<ShortRolloverTextID>71446</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='6' page='0' row='0'>GWmountedsoldier</Train>
		<Train column='1' page='0' row='0'>Cuirassier</Train>
		<Train column='0' page='0' row='0'>Uhlan</Train>
		<Train column='1' page='0' row='0'>Oprichnik</Train>
		<Train column='2' page='0' row='0'>CavalryArcher</Train>
		<Train column='0' page='0' row='0'>Hussar</Train>
		<Train column='1' page='0' row='0'>WarWagon</Train>
		<Train column='1' page='0' row='0'>Ruyter</Train>
		<Train column='2' page='0' row='0'>Dragoon</Train>
		<Tech column='2' page='1' row='0'>GuardDragoons</Tech>
		<Tech column='2' page='1' row='0'>ImperialDragoons</Tech>
		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Tech column='2' page='1' row='0'>ImpLegendaryJaguarKnights</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryArrowKnights</Tech>
		<Tech column='1' page='1' row='0'>ChampionEagleKnight</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryEagleKnights</Tech>
		<Tech column='3' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='3' page='1' row='0'>ImperialHussars</Tech>
		<Tech column='0' page='1' row='0'>ChampionArrowKnight</Tech>
		<Tech column='0' page='2' row='0'>BigNoblesHutWarSong</Tech>
		<Tech column='3' page='1' row='0'>GuardHussars</Tech>
		<Tech column='4' page='1' row='0'>StrongNoblesHut</Tech>
		<Tech column='4' page='1' row='0'>MightyNoblesHut</Tech>
		<Tech column='2' page='1' row='0'>ChampionJaguarKnight</Tech>
		<Tech column='2' page='1' row='0'>GuardDragoonsLA</Tech>
		<Tech column='2' page='1' row='0'>ImperialDragoonsLA</Tech>
		<Tech column='2' page='1' row='0'>ImperialDragoonsBrazilians</Tech>
		<Tech column='0' page='1' row='0'>GuardHussarsLA</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussarsLA</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussarsLA</Tech>
		<Tech column='3' page='1' row='0'>GuardMontoneraLA</Tech>
		<Tech column='3' page='1' row='0'>VeteranMontoneraLA</Tech>
		<Tech column='3' page='1' row='0'>ImperialMontoneraLA</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussarsBrazilians</Tech>
		<Train column='3' page='0' row='0'>Granadero</Train>
		<Tech column='3' page='1' row='0'>GuardGranadero</Tech>
		<Tech column='3' page='1' row='0'>ImperialGranadero</Tech>
		<Train column='4' page='0' row='0'>TransportCart</Train>
		<Train column='2' page='0' row='0'>Llanero</Train>
		<Train column='2' page='0' row='0'>Montonera</Train>
		<Tech column='0' page='2' row='1'>ChurchMassCavalry</Tech>
		<Train column='3' page='0' row='0'>MountedCassador</Train>
		<Tech column='3' page='1' row='0'>GuardMountedCassador</Tech>
		<Tech column='3' page='1' row='0'>ImperialMountedCassador</Tech>
		<Tech column='0' page='1' row='0'>RGHusaresdelapatria</Tech>
		<Tech column='2' page='1' row='0'>Imperialdragonesdeplaza</Tech>
		<Tech column='0' page='1' row='0'>Imperialhusaresdelaunion</Tech>
		<Tech column='2' page='1' row='0'>RGdragonesligeros</Tech>
		<Train column='0' page='0' row='0'>Acacaraya</Train>
		<Tech column='0' page='1' row='0'>VeteranAcacaraya</Tech>
		<Tech column='0' page='1' row='0'>GuardAcacaraya</Tech>
		<Tech column='0' page='1' row='0'>ImperialAcacaraya</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST01LA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST01NA</Tech>
		<Tech column='0' page='2' row='1'>WOTTAcavalryFAST02NA</Tech>
		<Train column='0' page='0' row='0'>NAlightcavalry</Train>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry01</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry02</Tech>
		<Tech column='0' page='1' row='0'>NAtechCANlightcavalry03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry02</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry03</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry04</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAlightcavalry05</Tech>
		<Train column='1' page='0' row='0'>NAmississaugahorse</Train>
		<Tech column='1' page='1' row='0'>NAtechCANmississaugahorse02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANmississaugahorse03</Tech>
		<Train column='1' page='0' row='0'>NAmountedrifle</Train>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAmountedrifle05</Tech>
		<Train column='1' page='0' row='0'>NAtexasranger</Train>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAtexasranger05</Tech>
		<Train column='2' page='0' row='0'>NAmountie</Train>
		<Tech column='2' page='1' row='0'>NAtechCANmountie03</Tech>
		<Train column='2' page='0' row='0'>NAbuffalosoldier</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAbuffalosoldier04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAbuffalosoldier05</Tech>
		<Train column='2' page='0' row='0'>NAcavalrycorps</Train>
		<Tech column='2' page='1' row='0'>NAtechUSAcavalrycorps04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAcavalrycorps05</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa04</Tech>
		<Tech column='1' page='2' row='0'>NAtechUSAuniquetechcsa07</Tech>
		<Train column='1' page='0' row='0'>Lancer</Train>
		<Train column='0' page='0' row='0'>Cossack</Train>
		<Tech column='0' page='1' row='0'>RGCzapkaUhlans</Tech>
		<Tech column='1' page='1' row='0'>GuardOprichniks</Tech>
		<Tech column='2' page='1' row='0'>RGJinetes</Tech>
		<Tech column='0' page='1' row='0'>RGGardener</Tech>
		<Tech column='2' page='1' row='0'>RGTartarLoyalists</Tech>
		<Tech column='0' page='1' row='0'>RGLifeGuardHussars</Tech>
		<Tech column='1' page='1' row='0'>RGCarabineer</Tech>
		<Tech column='1' page='1' row='0'>RGGarrochista</Tech>
		<Tech column='1' page='1' row='0'>GuardRuyters</Tech>
		<Tech column='0' page='1' row='0'>VeteranCossacks</Tech>
		<Tech column='0' page='1' row='0'>ImperialLifeGuard</Tech>
		<Tech column='0' page='1' row='0'>ImperialHussars</Tech>
		<Tech column='0' page='1' row='0'>ImperialGardener</Tech>
		<Tech column='2' page='1' row='0'>ImperialTartarLoyalist</Tech>
		<Tech column='0' page='1' row='0'>ImperialCzapkaUhlans</Tech>
		<Tech column='0' page='1' row='0'>ImperialCossack</Tech>
		<Tech column='1' page='1' row='0'>ImperialWarWagons</Tech>
		<Tech column='1' page='1' row='0'>ImperialOprichniks</Tech>
		<Tech column='2' page='1' row='0'>ImperialCavalryArchers</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='2' page='1' row='0'>GuardCavalryArchers</Tech>
		<Tech column='1' page='1' row='0'>GuardWarWagons</Tech>
		<Tech column='0' page='1' row='0'>GuardUhlans</Tech>
		<Tech column='0' page='1' row='0'>VeteranUhlans</Tech>
		<Tech column='0' page='1' row='0'>GuardHussars</Tech>
		<Tech column='1' page='1' row='0'>RGGendarmes</Tech>
		<Tech column='0' page='1' row='0'>GuardCossacks</Tech>
		<Tech column='1' page='1' row='0'>ImperialGendarme</Tech>
		<Tech column='1' page='1' row='0'>ImperialCarabineer</Tech>
		<Tech column='2' page='1' row='0'>ImperialJinetes</Tech>
		<Tech column='1' page='1' row='0'>ImperialGarrochistas</Tech>
		<Train column='0' page='0' row='0'>xpHorseman</Train>
		<Train column='1' page='0' row='0'>xpMusketRider</Train>
		<Train column='0' page='0' row='0'>xpAxeRider</Train>
		<Train column='0' page='0' row='0'>Hussar</Train>
		<Train column='1' page='0' row='0'>Dragoon</Train>
		<Train column='1' page='0' row='0'>xpBowRider</Train>
		<Train column='3' page='0' row='0'>xpCoupRider</Train>
		<Train column='2' page='0' row='0'>xpRifleRider</Train>
		<Tech column='1' page='1' row='0'>GuardDragoons</Tech>
		<Tech column='0' page='1' row='0'>GuardHussars</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='0' page='1' row='0'>ChampionHorsemen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryHorsemen</Tech>
		<Tech column='0' page='1' row='0'>EliteHorsemen</Tech>
		<Tech column='1' page='1' row='0'>ChampionMusketRiders</Tech>
		<Tech column='1' page='1' row='0'>ChampionCoupRiders</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAxeRiders</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMusketRiders</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryRifleRiders</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryBowRider</Tech>
		<Tech column='1' page='1' row='0'>ChampionBowRider</Tech>
		<Tech column='0' page='2' row='0'>BigCorralBonepipeArmor</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryCoupRiders</Tech>
		<Tech column='0' page='2' row='0'>BigCorralHorseSecrets</Tech>
		<Tech column='0' page='1' row='0'>ChampionAxeRiders</Tech>
		<Tech column='0' page='1' row='0'>EliteAxeRiders</Tech>
		<Tech column='1' page='1' row='0'>EliteBowRider</Tech>
		<Tech column='2' page='1' row='0'>ChampionRifleRiders</Tech>
		<Train column='2' page='0' row='0'>ypMahout</Train>
		<Train column='3' page='0' row='0'>ypHowdah</Train>
		<Train column='0' page='0' row='0'>xpHorseman</Train>
		<Train column='1' page='0' row='0'>xpMusketRider</Train>
		<Train column='0' page='0' row='0'>xpAxeRider</Train>
		<Train column='1' page='0' row='0'>Dragoon</Train>
		<Train column='1' page='0' row='0'>xpBowRider</Train>
		<Train column='3' page='0' row='0'>xpCoupRider</Train>
		<Train column='2' page='0' row='0'>xpRifleRider</Train>
		<Train column='0' page='0' row='0'>Hussar</Train>
		<Train column='0' page='0' row='0'>ypSowar</Train>
		<Train column='1' page='0' row='0'>ypZamburak</Train>
		<Tech column='1' page='1' row='0'>YPExaltedCamelGun</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredMahout</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedCamel</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredCamelGun</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedCamel</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredCamel</Tech>
		<Tech column='1' page='1' row='0'>GuardDragoons</Tech>
		<Tech column='0' page='1' row='0'>GuardHussars</Tech>
		<Tech column='0' page='1' row='0'>VeteranHussars</Tech>
		<Tech column='0' page='1' row='0'>ChampionHorsemen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryHorsemen</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryCoupRiders</Tech>
		<Tech column='0' page='2' row='0'>BigCorralBonepipeArmor</Tech>
		<Tech column='1' page='1' row='0'>ChampionBowRider</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryBowRider</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMusketRiders</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryRifleRiders</Tech>
		<Tech column='0' page='1' row='0'>EliteHorsemen</Tech>
		<Tech column='1' page='1' row='0'>ChampionMusketRiders</Tech>
		<Tech column='1' page='1' row='0'>ChampionCoupRiders</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAxeRiders</Tech>
		<Tech column='0' page='2' row='0'>BigCorralHorseSecrets</Tech>
		<Tech column='0' page='1' row='0'>ChampionAxeRiders</Tech>
		<Tech column='0' page='1' row='0'>EliteAxeRiders</Tech>
		<Tech column='1' page='1' row='0'>EliteBowRider</Tech>
		<Tech column='2' page='1' row='0'>ChampionRifleRiders</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredHowdah</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedHowdah</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedMahout</Tech>
		<Tech column='1' page='1' row='0'>YPDisciplinedCamelGun</Tech>
		<Tech column='0' page='2' row='0'>GWautomobile</Tech>
		<Tech column='0' page='2' row='0'>GWcatterpillartrack</Tech>
		<Train column='0' page='0' row='0'>ypNaginataRider</Train>
		<Train column='0' page='0' row='0'>HwalArcher</Train>
		<Train column='1' page='0' row='0'>ypYabusame</Train>
		<Train column='1' page='0' row='0'>koreanwarwagon</Train>
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		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
		<Train column='1' page='0' row='0'>xpEagleKnight</Train>
		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
		<Tech column='1' page='1' row='0'>YPExaltedkoreanwarwagon</Tech>
		<Tech column='0' page='1' row='0'>DisciplinedHwalArcher</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedHwalArcher</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredHwalArcher</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredkoreanwarwagon</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1741' name='GWartilleryHQ'>
		<DBID>2419</DBID>
		<DisplayNameID>71447</DisplayNameID>
		<EditorNameID>71448</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWartilleryHQ.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\artillery</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\artilleryBIG</PortraitIcon>
		<RolloverTextID>71449</RolloverTextID>
		<ShortRolloverTextID>71450</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>50.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='8' page='0' row='0'>GWflamethrower</Train>
		<Train column='9' page='0' row='0'>GWtank</Train>
		<Train column='0' page='0' row='0'>ypFlameThrower</Train>
		<Train column='0' page='0' row='0'>ypFlamingArrow</Train>
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		<Train column='1' page='0' row='0'>ypMorutaru</Train>
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		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
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		<Train column='2' page='0' row='0'>xpJaguarKnight</Train>
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		<Train column='3' page='0' row='0'>ypBlackFlagArmy</Train>
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		<Tech column='0' page='1' row='0'>YPExaltedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedMorutaru</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlameThrower</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlamingArrow</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlamingArrow</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlailElephant</Tech>
		<Tech column='1' page='1' row='0'>YPHonoredSiegeElephant</Tech>
		<Tech column='1' page='1' row='0'>EliteArquebusiers</Tech>
		<Tech column='1' page='1' row='0'>ChampionArquebusiers</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryArquebusiers</Tech>
		<Train column='1' page='0' row='0'>tupiarquebusier</Train>
		<Train column='0' page='0' row='0'>AbusGun</Train>
		<Train column='1' page='0' row='0'>Grenadier</Train>
		<Train column='1' page='0' row='0'>Blandengue</Train>
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		<Train column='0' page='0' row='0'>Yaba</Train>
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		<Train column='1' page='0' row='0'>ThunderCannon</Train>
		<Train column='2' page='0' row='0'>Pombero</Train>
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		<Train column='4' page='0' row='0'>Culverin</Train>
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		<Train column='9' page='0' row='0'>xpGatlingGun</Train>
		<Train column='0' page='0' row='0'>xpRam</Train>
		<Train column='1' page='0' row='0'>xpMantlet</Train>
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		<Tech column='0' page='1' row='0'>GuardAbusGuns</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryRams</Tech>
		<Tech column='0' page='1' row='0'>ImperialAbusGun</Tech>
		<Tech column='0' page='1' row='0'>VeteranAbusGuns</Tech>
		<Tech column='3' page='1' row='0'>FieldCannon</Tech>
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		<Tech column='1' page='1' row='0'>ImperialGrenadiers</Tech>
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		<Tech column='4' page='1' row='0'>GrapeShot</Tech>
		<Tech column='1' page='1' row='0'>RGBaratcuCorps</Tech>
		<Tech column='2' page='1' row='0'>FieldGun</Tech>
		<Tech column='5' page='1' row='0'>Howitzer</Tech>
		<Tech column='1' page='1' row='0'>GuardGrenadiers</Tech>
		<Tech column='3' page='1' row='0'>ImperialRabaulds</Tech>
		<Tech column='3' page='1' row='0'>Rabauld</Tech>
		<Tech column='2' page='1' row='0'>ImperialFieldGun</Tech>
		<Tech column='4' page='1' row='0'>ImperialCulverin</Tech>
		<Tech column='5' page='1' row='0'>ImperialHowitzer</Tech>
		<Tech column='1' page='1' row='0'>ImperialPavlovs</Tech>
		<Tech column='1' page='1' row='0'>RGPavlovGrenadiers</Tech>
		<Tech column='1' page='1' row='0'>VeteranGrenadiers</Tech>
		<Tech column='8' page='1' row='0'>ImperialHorseArtillery</Tech>
		<Tech column='8' page='1' row='0'>HeavyHorseArtillery</Tech>
		<Tech column='2' page='1' row='0'>VeteranAspide</Tech>
		<Tech column='2' page='1' row='0'>GuardAspide</Tech>
		<Tech column='2' page='1' row='0'>ImperialAspide</Tech>
		<Tech column='4' page='1' row='0'>Cerbatana</Tech>
		<Tech column='4' page='1' row='0'>ImperialCerbatana</Tech>
		<Tech column='5' page='1' row='0'>Lombarda</Tech>
		<Tech column='5' page='1' row='0'>ImperialLombarda</Tech>
		<Tech column='6' page='1' row='0'>RoyalCulebrina</Tech>
		<Tech column='6' page='1' row='0'>ImperialCulebrina</Tech>
		<Tech column='0' page='1' row='0'>ChampionYaba</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryYaba</Tech>
		<Tech column='1' page='1' row='0'>ChampionThunderGun</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryThunderGun</Tech>
		<Tech column='2' page='1' row='0'>ChampionPombero</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryPombero</Tech>
		<Train column='0' page='0' row='0'>NAsapper</Train>
		<Tech column='0' page='1' row='0'>NAtechCANsapper01</Tech>
		<Tech column='0' page='1' row='0'>NAtechUSAsapper01</Tech>
		<Train column='1' page='0' row='0'>NAnapoleon</Train>
		<Tech column='1' page='1' row='0'>NAtechCANnapoleon02</Tech>
		<Tech column='1' page='1' row='0'>NAtechCANnapoleon03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon02</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon03</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon04</Tech>
		<Tech column='1' page='1' row='0'>NAtechUSAnapoleon05</Tech>
		<Train column='2' page='0' row='0'>NAblakely</Train>
		<Tech column='2' page='1' row='0'>NAtechCANblakely02</Tech>
		<Tech column='2' page='1' row='0'>NAtechCANblakely03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely02</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely03</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely04</Tech>
		<Tech column='2' page='1' row='0'>NAtechUSAblakely05</Tech>
		<Train column='3' page='0' row='0'>NAwhitworth</Train>
		<Tech column='3' page='1' row='0'>NAtechCANwhitworth03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth03</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth04</Tech>
		<Tech column='3' page='1' row='0'>NAtechUSAwhitworth05</Tech>
		<Train column='4' page='0' row='0'>xpGatlingGun</Train>
		<Tech column='4' page='1' row='0'>NAtechUSAGatlingGun03</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAGatlingGun04</Tech>
		<Tech column='4' page='1' row='0'>NAtechUSAGatlingGun05</Tech>
		<Train column='5' page='0' row='0'>NADictator</Train>
		<Tech column='5' page='1' row='0'>NAtechCANDictator03</Tech>
		<Tech column='5' page='1' row='0'>NAtechUSADictator03</Tech>
		<Tech column='5' page='1' row='0'>NAtechUSADictator04</Tech>
		<Tech column='5' page='1' row='0'>NAtechUSADictator05</Tech>
		<Tech column='0' page='2' row='0'>NAtechUSAuniquetechunion06</Tech>
		<Train column='0' page='0' row='0'>ypFlameThrower</Train>
		<Train column='0' page='0' row='0'>ypFlamingArrow</Train>
		<Train column='0' page='0' row='0'>firecattle</Train>
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		<Train column='1' page='0' row='0'>hwacha</Train>
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		<Train column='2' page='0' row='0'>Jija</Train>
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		<Train column='0' page='0' row='0'>xpArrowKnight</Train>
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		<Tech column='0' page='1' row='0'>YPExaltedhwacha</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedJija</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlameThrower</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlameThrower</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedSiegeElephant</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredJija</Tech>
		<Tech column='0' page='1' row='0'>YPExaltedFlamingArrow</Tech>
		<Tech column='3' page='1' row='0'>ypFortifiedCastle</Tech>
		<Tech column='3' page='1' row='0'>ypFrontierCastle</Tech>
		<Tech column='0' page='1' row='0'>YPHonoredFlamingArrow</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedHongyi-po</Tech>
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		<Tech column='1' page='1' row='0'>YPHonoredHandMortar</Tech>
		<Tech column='0' page='1' row='0'>YPDisciplinedFlailElephant</Tech>
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		<Tech column='0' page='2' row='0'>GWhighexplosiveshells</Tech>
		<Tech column='0' page='2' row='0'>GWbarrage</Tech>
		<Tech column='0' page='2' row='0'>GWhandgrenade</Tech>
		<Tech column='0' page='2' row='0'>GWcounterbatteryfire</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1742' name='GWairfield'>
		<DBID>2420</DBID>
		<DisplayNameID>71451</DisplayNameID>
		<EditorNameID>71452</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWairfield.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\airfield</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\airfieldBIG</PortraitIcon>
		<RolloverTextID>71453</RolloverTextID>
		<ShortRolloverTextID>71454</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<BuildPoints>60.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='0' page='0' row='0'>GWairplane</Train>
		<Train column='1' page='0' row='0'>GWzeppelin</Train>
		<Tech column='0' page='1' row='0'>GWflight</Tech>
		<Tech column='1' page='1' row='0'>GWmustardgas</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1743' name='GWZeppelin'>
		<DBID>2421</DBID>
		<DisplayNameID>71455</DisplayNameID>
		<EditorNameID>71456</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>2.0000</TurnRate>
		<AnimFile>buildings\modern\props_ingame\zeppelin\zeppelin.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\zeppelin</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\zeppelinBIG</PortraitIcon>
		<RolloverTextID>71457</RolloverTextID>
		<ShortRolloverTextID>71458</ShortRolloverTextID>
		<InitialHitpoints>8000.0000</InitialHitpoints>
		<MaxHitpoints>8000.0000</MaxHitpoints>
		<LOS>60.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<Armor type='Ranged' value='0.5000' />
		<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>Aircraft</UnitType>
		<UnitType>CountsTowardEconomicScore</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>
		<Flag>HeroName1</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<MinimapIcon>War of the Triple Alliance\Icons\zeppelinminimap</MinimapIcon>
		<UnitType>Ship</UnitType>
		<Flag>NavalUnit</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<BuildLimit>1</BuildLimit>
		<Bounty>1000.0000</Bounty>
		<BuildBounty>500.0000</BuildBounty>
		<Cost resourcetype='Wood'>2000.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<MaxContained>200</MaxContained>
		<UnitType>Transport</UnitType>
		<Tactics>zeppelin.tactics</Tactics>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>600.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>0.000000</MaxRange>
			<ROF>10.000000</ROF>
			<DamageCap>1200.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1744' name='GWsupplydepot'>
		<DBID>2422</DBID>
		<DisplayNameID>71459</DisplayNameID>
		<EditorNameID>71460</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWsupplydepot.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\crates</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\cratesBIG</PortraitIcon>
		<RolloverTextID>71461</RolloverTextID>
		<ShortRolloverTextID>71462</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>SteelTraps</Tech>
		<Tech column='1' page='1' row='0'>CircularSaw</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='0' page='2' row='0'>BigMarketNewYear</Tech>
		<Tech column='0' page='2' row='0'>AntropophagicRitual</Tech>
		<Tech column='1' page='1' row='0'>LumberCeremony</Tech>
		<Tech column='1' page='1' row='0'>ForestSpiritCeremony</Tech>
		<Tech column='1' page='1' row='0'>ImpDeforestationNative</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='3' page='1' row='0'>SpiritMedicine</Tech>
		<Tech column='1' page='1' row='0'>ForestPeopleCeremony</Tech>
		<Tech column='2' page='1' row='0'>PlacerMines</Tech>
		<Tech column='2' page='1' row='0'>Amalgamation</Tech>
		<Tech column='5' page='1' row='1'>ChurchMercantilism</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting03NA</Tech>
		<Tech column='0' page='1' row='0'>Tracking</Tech>
		<Tech column='0' page='1' row='0'>HuntingBows</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01brazilian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02brazilian</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01LA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01NA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat02NA</Tech>
		<Tech column='3' page='1' row='0'>WarriorCulture</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine04NA</Tech>
		<Tech column='2' page='1' row='0'>FertileGround</Tech>
		<Tech column='2' page='1' row='0'>BountyfullHarvest</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood04NA</Tech>
		<Tech column='1' page='1' row='0'>CopperAxe</Tech>
		<Tech column='1' page='1' row='0'>RainforestLogging</Tech>
		<Tech column='1' page='1' row='0'>SlashandBurn</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01NA</Tech>
		<!-- Tech column='4' page='1' row='0'>QuinoaHarvest</Tech>
		<Tech column='4' page='1' row='0'>PotatoHarvest</Tech>
		<Tech column='5' page='1' row='0'>Divination</Tech -->
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02canadian</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02american</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth03american</Tech>
		<Tech column='5' page='1' row='0'>WOTTAsoap</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism01NA</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism02NA</Tech>
 		<Tech column='0' page='2' row='0'>GWsubmarine</Tech>
		<Tech column='0' page='2' row='0'>GWsonar</Tech>
		<Tech column='0' page='2' row='0'>GWradio</Tech>
		<Tech column='0' page='2' row='0'>GWsoundranging</Tech>
		<Tech column='0' page='2' row='0'>GWtotalwar</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 column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1745' name='GWDreadnought'>
		<DBID>2423</DBID>
		<DisplayNameID>71463</DisplayNameID>
		<EditorNameID>71464</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\dreadnought\dreadnought.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\dreadnought</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\dreadnoughtBIG</PortraitIcon>
		<RolloverTextID>71465</RolloverTextID>
		<ShortRolloverTextID>71466</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<AutoAttackRange>40.0000</AutoAttackRange>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>600.0000</Bounty>
		<BuildBounty>300.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>1600.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>Ironclad.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>80.000000</MaxRange>
			<ROF>0.500000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractWarship'>5.000000</DamageBonus>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>125.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>230.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1746' name='GWFlamethrower'>
		<DBID>2424</DBID>
		<DisplayNameID>71467</DisplayNameID>
		<EditorNameID>71468</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\flamethrower\flamethrower.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\flamethrower</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\flamethrowerBIG</PortraitIcon>
		<RolloverTextID>71469</RolloverTextID>
		<ShortRolloverTextID>71470</ShortRolloverTextID>
		<InitialHitpoints>470.0000</InitialHitpoints>
		<MaxHitpoints>470.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>9.0000</Bounty>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>GWflamethrower.tactics</Tactics>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>6.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>4.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.600000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1747' name='GWBunker'>
		<DBID>2425</DBID>
		<DisplayNameID>71471</DisplayNameID>
		<EditorNameID>71472</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\GWbunker.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\bunker</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\bunker_portrait</PortraitIcon>
		<RolloverTextID>71473</RolloverTextID>
		<ShortRolloverTextID>71474</ShortRolloverTextID>
		<InitialHitpoints>8000.0000</InitialHitpoints>
		<MaxHitpoints>8000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>80.0000</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.3000' />
		<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>
		<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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>AbstractInfantry</Contain>
		<Contain>Hero</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>bunkerGW.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack1</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1748' name='GWtank'>
		<DBID>2426</DBID>
		<DisplayNameID>71475</DisplayNameID>
		<EditorNameID>71476</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\tank\tank.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\tank</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\tankBIG</PortraitIcon>
		<RolloverTextID>71477</RolloverTextID>
		<ShortRolloverTextID>71478</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='1.000' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>GWtank.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>180.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>32.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>180.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1749' name='GWcitizen'>
		<DBID>2427</DBID>
		<DisplayNameID>71479</DisplayNameID>
		<EditorNameID>71480</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\Citizen\gw_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>71481</RolloverTextID>
		<ShortRolloverTextID>71482</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<Cost resourcetype='Food'>250.0000</Cost>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>100</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Congress</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='4' page='6' row='0'>tupiCorral</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>NABarn</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Lookout</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Bunker</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='4' page='6' row='0'>TradingPost</Train>
		<Train column='3' page='6' row='0'>TownCenter</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='6' row='0'>GWinfantryHQ</Train>
		<Train column='1' page='6' row='0'>GWcavalryHQ</Train>
		<Train column='2' page='6' row='0'>GWartilleryHQ</Train>
		<Train column='3' page='6' row='0'>GWsupplydepot</Train>
		<Train column='4' page='6' row='0'>GWbunker</Train>
		<Train column='5' page='6' row='0'>GWairfield</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>6.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.040000</Rate>
			<Rate type='Mill'>0.840000</Rate>
			<Rate type='WOLPasture'>0.840000</Rate>
			<Rate type='AbstractMine'>0.740000</Rate>
			<Rate type='Plantation'>0.630000</Rate>
			<Rate type='WOLPlantationIroquois'>0.630000</Rate>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='Herdable'>2.500000</Rate>
			<Rate type='AppleTree'>0.830000</Rate>
			<Rate type='BananaBush'>0.830000</Rate>
			<Rate type='BerryBush'>0.830000</Rate>
			<Rate type='BerryBushSertao'>0.830000</Rate>
			<Rate type='Breadfruit'>0.830000</Rate>
			<Rate type='BushTomato'>0.830000</Rate>
			<Rate type='Coconut'>0.830000</Rate>
			<Rate type='CoconutPalm'>0.830000</Rate>
			<Rate type='CoffeePlant'>0.830000</Rate>
			<Rate type='DatePalm'>0.830000</Rate>
			<Rate type='GrapeBush'>0.830000</Rate>
			<Rate type='JabuticabaBush'>0.830000</Rate>
			<Rate type='KiwiFruit'>0.830000</Rate>
			<Rate type='MacadamiaTree'>0.830000</Rate>
			<Rate type='Mushrooms'>0.830000</Rate>
			<Rate type='OrangeTree'>0.830000</Rate>
			<Rate type='Peanuts'>0.830000</Rate>
			<Rate type='Pomegranate'>0.830000</Rate>
			<Rate type='SugarCaneBush'>0.830000</Rate>
			<Rate type='Watermelon'>0.830000</Rate>
			<Rate type='Farm'>0.630000</Rate>
			<Rate type='WOLFarmIroquois'>0.630000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.630000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.430000</Rate>
			<Rate type='ypGroveBuilding'>0.620000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1750' name='GWmountedsoldier'>
		<DBID>2428</DBID>
		<DisplayNameID>71483</DisplayNameID>
		<EditorNameID>71484</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\Modern Cavalry\modern_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\cavalry\uhlan\uhlan_icon</Icon>
		<PortraitIcon>units\cavalry\uhlan\uhlan_portrait</PortraitIcon>
		<RolloverTextID>71485</RolloverTextID>
		<ShortRolloverTextID>71486</ShortRolloverTextID>
		<InitialHitpoints>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1752' name='MineSalt'>
		<DBID>2430</DBID>
		<DisplayNameID>71491</DisplayNameID>
		<EditorNameID>71492</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minesalt.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>71493</RolloverTextID>
		<ShortRolloverTextID>71494</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1755' name='ZeppelinShell'>
		<DBID>2433</DBID>
		<DisplayNameID>71499</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>2.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\mortarshell.xml</AnimFile>
		<Lifespan>5.0000</Lifespan>
		<LOS>0.0000</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>NoUnitAI</Flag>
	</Unit>
	<Unit id='1758' name='WOTTATravois'>
		<DBID>2436</DBID>
		<DisplayNameID>71508</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\homecity_units\resource_haulers\porter_rug.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1759' name='WOTTATravois2'>
		<DBID>2437</DBID>
		<DisplayNameID>71508</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Priest\missionary.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1760' name='WOTTATravois3'>
		<DBID>2438</DBID>
		<DisplayNameID>71508</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\homecity_units\resource_haulers\porter_vase.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1761' name='WOTTAStagecoach'>
		<DBID>2439</DBID>
		<DisplayNameID>71511</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>71512</RolloverTextID>
		<ShortRolloverTextID>71513</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCavalry</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1762' name='WOTTAStagecoach2'>
		<DBID>2440</DBID>
		<DisplayNameID>71511</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Gaucho\settler_horse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>71512</RolloverTextID>
		<ShortRolloverTextID>71513</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCavalry</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1763' name='WATERTravois'>
		<DBID>2441</DBID>
		<DisplayNameID>71514</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Caravel\caravel.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>71515</RolloverTextID>
		<ShortRolloverTextID>71516</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1764' name='WATERstagecoach'>
		<DBID>2442</DBID>
		<DisplayNameID>71517</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>71518</RolloverTextID>
		<ShortRolloverTextID>71519</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</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>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Tactics>frigate.tactics</Tactics>
	</Unit>
	<Unit id='1765' name='WATERTrainEngine'>
		<DBID>2443</DBID>
		<DisplayNameID>71520</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<RolloverTextID>71521</RolloverTextID>
		<ShortRolloverTextID>71522</ShortRolloverTextID>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</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>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Tactics>frigate.tactics</Tactics>
	</Unit>
	<Unit id='1766' name='Dogpee'>
		<DBID>2444</DBID>
		<DisplayNameID>71523</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<LOS>5.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>StartOnNoUpdate</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>
		<Icon>War of the Triple Alliance\icons\general_canada_small</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\general_canada_big</PortraitIcon>
		<Flag>PlaceAnywhere</Flag>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>1000.0000</MaxVelocity>
		<MaxRunVelocity>1800.0000</MaxRunVelocity>
		<TurnRate>1.0000</TurnRate>
		<UnitAIType>HandCombative</UnitAIType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>0.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1767' name='Inquisitor'>
		<DBID>2445</DBID>
		<DisplayNameID>71524</DisplayNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<BuildLimit>20</BuildLimit>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Priest\inquisitor.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\inquisitor</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\inquisitorBIG</PortraitIcon>
		<RolloverTextID>71525</RolloverTextID>
		<ShortRolloverTextID>71526</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<Cost resourcetype='Fame'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Flag>CanAutoHeal</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>inquisitor.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>HOLYcondemn</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>7.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1768' name='GWairplane'>
		<DBID>2446</DBID>
		<DisplayNameID>71527</DisplayNameID>
		<EditorNameID>71528</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>3.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>3.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>12.0000</MaxVelocity>
		<MaxRunVelocity>20.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Great War\airplane\airplane.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\airplane</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\airplaneBIG</PortraitIcon>
		<RolloverTextID>71529</RolloverTextID>
		<ShortRolloverTextID>71530</ShortRolloverTextID>
		<InitialHitpoints>1650.0000</InitialHitpoints>
		<MaxHitpoints>1650.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Aircraft</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>Tracked</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>FlyingUnit</Flag>
		<Command column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>GWairplane.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>35.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1769' name='AbandonedHouseFood'>
		<DBID>2447</DBID>
		<DisplayNameID>71531</DisplayNameID>
		<EditorNameID>71532</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\nature\house.xml</AnimFile>
		<DeadReplacement>CrateofFood</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>71533</RolloverTextID>
		<ShortRolloverTextID>71534</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>DeadReplacementWhenDestroyed</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>Tracked</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ForceToGaia</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>abandonedhouse.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1770' name='AbandonedHouseWood'>
		<DBID>2448</DBID>
		<DisplayNameID>71535</DisplayNameID>
		<EditorNameID>71536</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\nature\house.xml</AnimFile>
		<DeadReplacement>Crateofwood</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>71537</RolloverTextID>
		<ShortRolloverTextID>71538</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>DeadReplacementWhenDestroyed</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>Tracked</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ForceToGaia</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>abandonedhouse.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1771' name='AbandonedHouseGold'>
		<DBID>2449</DBID>
		<DisplayNameID>71539</DisplayNameID>
		<EditorNameID>71540</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\nature\house.xml</AnimFile>
		<DeadReplacement>Crateofcoin</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>71541</RolloverTextID>
		<ShortRolloverTextID>71542</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>DeadReplacementWhenDestroyed</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>Tracked</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ForceToGaia</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>abandonedhouse.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1772' name='NatMercSharktoothBowman'>
		<DBID>2450</DBID>
		<DisplayNameID>71543</DisplayNameID>
		<EditorNameID>71544</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71545</RolloverTextID>
		<ShortRolloverTextID>71546</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1773' name='NatMercKlamathRifleman'>
		<DBID>2451</DBID>
		<DisplayNameID>71549</DisplayNameID>
		<EditorNameID>71550</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Klamath</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71548</RolloverTextID>
		<ShortRolloverTextID>71547</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1774' name='NAconfederatearmy01'>
		<DBID>2452</DBID>
		<DisplayNameID>71551</DisplayNameID>
		<EditorNameID>71552</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\CSAcarolinas</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71553</RolloverTextID>
		<ShortRolloverTextID>71554</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
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		<UnitType>AbstractGunpowderTrooper</UnitType>
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		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1775' name='NAconfederatearmy02'>
		<DBID>2453</DBID>
		<DisplayNameID>71555</DisplayNameID>
		<EditorNameID>71556</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\CSAtexas</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71557</RolloverTextID>
		<ShortRolloverTextID>71558</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
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		<TrainPoints>30.0000</TrainPoints>
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		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>500.0000</Cost>
		<Cost resourcetype='Gold'>700.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
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		<UnitType>LogicalTypeLandMilitary</UnitType>
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		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
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		<UnitType>Military</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
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			<ROF>3.000000</ROF>
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			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
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			<Name>StaggerRangedAttack</Name>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
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			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
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			<Name>VolleyRangedAttack</Name>
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	<Unit id='1776' name='NAconfederatearmy03'>
		<DBID>2454</DBID>
		<DisplayNameID>71559</DisplayNameID>
		<EditorNameID>71560</EditorNameID>
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		<MaxVelocity>4.0000</MaxVelocity>
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		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
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		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\CSAtennessee</Icon>
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		<RolloverTextID>71561</RolloverTextID>
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		<AllowedAge>3</AllowedAge>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
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		<Command column='1' page='10'>Stop</Command>
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			<Name>BuildingAttack</Name>
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			<Name>DefendHandAttack</Name>
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			<Name>DefendRangedAttack</Name>
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			<Name>StaggerHandAttack</Name>
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			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<Name>VolleyHandAttack</Name>
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			<DamageType>Hand</DamageType>
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			<Name>VolleyRangedAttack</Name>
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	<Unit id='1777' name='NAconfederatearmy04'>
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		<DisplayNameID>71563</DisplayNameID>
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		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\CSAalabama</Icon>
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		<RolloverTextID>71565</RolloverTextID>
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		<AllowedAge>4</AllowedAge>
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		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
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		<Command column='1' page='10'>Stop</Command>
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			<Name>BuildingAttack</Name>
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		<ProtoAction>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<Name>StaggerRangedAttack</Name>
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			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1778' name='NAunionarmy01'>
		<DBID>2456</DBID>
		<DisplayNameID>71567</DisplayNameID>
		<EditorNameID>71568</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\USAillinois</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71569</RolloverTextID>
		<ShortRolloverTextID>71570</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1779' name='NAunionarmy02'>
		<DBID>2457</DBID>
		<DisplayNameID>71571</DisplayNameID>
		<EditorNameID>71572</EditorNameID>
		<PopulationCount>16</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\USApennsylvania</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71573</RolloverTextID>
		<ShortRolloverTextID>71574</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>400.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
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		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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			<ROF>1.500000</ROF>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
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			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1780' name='NAunionarmy03'>
		<DBID>2458</DBID>
		<DisplayNameID>71575</DisplayNameID>
		<EditorNameID>71576</EditorNameID>
		<PopulationCount>20</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\USAnewyork</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71577</RolloverTextID>
		<ShortRolloverTextID>71578</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
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		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
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		<UnitType>Military</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
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		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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			<ROF>1.500000</ROF>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
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		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<MinRange>2.000000</MinRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>VolleyHandAttack</Name>
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			<DamageType>Hand</DamageType>
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			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<MinRange>2.000000</MinRange>
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	<Unit id='1781' name='NAunionarmy04'>
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		<DisplayNameID>71579</DisplayNameID>
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		<MaxVelocity>4.0000</MaxVelocity>
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		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\USAmassachusetts</Icon>
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		<RolloverTextID>71581</RolloverTextID>
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		<Cost resourcetype='Food'>800.0000</Cost>
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		<AllowedAge>4</AllowedAge>
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		<UnitType>AbstractCavalryInfantry</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
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		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
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		</ProtoAction>
		<ProtoAction>
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			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<MinRange>2.000000</MinRange>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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	</Unit>
	<Unit id='1782' name='NAbritisharmy01'>
		<DBID>2460</DBID>
		<DisplayNameID>71583</DisplayNameID>
		<EditorNameID>71584</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\BRITbritishcolumbia</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71585</RolloverTextID>
		<ShortRolloverTextID>71586</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
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		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
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		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
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		<UnitType>AbstractCavalryInfantry</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
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			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
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		<ProtoAction>
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			<Damage>8.000000</Damage>
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			<Name>StaggerHandAttack</Name>
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			<Name>StaggerRangedAttack</Name>
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			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
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	<Unit id='1783' name='NAbritisharmy02'>
		<DBID>2461</DBID>
		<DisplayNameID>71587</DisplayNameID>
		<EditorNameID>71588</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
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		<MaxVelocity>4.0000</MaxVelocity>
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		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\BRITnewfoundland</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71589</RolloverTextID>
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		<InitialHitpoints>80.0000</InitialHitpoints>
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		<TrainPoints>30.0000</TrainPoints>
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		<Cost resourcetype='Food'>400.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
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		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
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			<Name>BuildingAttack</Name>
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			<Name>DefendRangedAttack</Name>
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			<Name>VolleyHandAttack</Name>
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			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
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	<Unit id='1784' name='NAbritisharmy03'>
		<DBID>2462</DBID>
		<DisplayNameID>71591</DisplayNameID>
		<EditorNameID>71592</EditorNameID>
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		<MaxVelocity>4.0000</MaxVelocity>
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		<TurnRate>18.0000</TurnRate>
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		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\BRITalberta</Icon>
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		<RolloverTextID>71593</RolloverTextID>
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		<InitialHitpoints>80.0000</InitialHitpoints>
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		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
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		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
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		<Command column='1' page='10'>Stop</Command>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
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		</ProtoAction>
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	<Unit id='1785' name='NAbritisharmy04'>
		<DBID>2463</DBID>
		<DisplayNameID>71595</DisplayNameID>
		<EditorNameID>71596</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\BRITnovascotia</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71597</RolloverTextID>
		<ShortRolloverTextID>71598</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1786' name='NAfrencharmy01'>
		<DBID>2464</DBID>
		<DisplayNameID>71599</DisplayNameID>
		<EditorNameID>71600</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\FREnewbrunswick</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71601</RolloverTextID>
		<ShortRolloverTextID>71602</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
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		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
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		<UnitType>ConvertsHerds</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1787' name='NAfrencharmy02'>
		<DBID>2465</DBID>
		<DisplayNameID>71603</DisplayNameID>
		<EditorNameID>71604</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\FREontario</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71605</RolloverTextID>
		<ShortRolloverTextID>71606</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>400.0000</Cost>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
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		<UnitType>LogicalTypeGarrisonInShips</UnitType>
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		<UnitType>LogicalTypeVillagersAttack</UnitType>
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		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
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		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
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		<Command column='2' page='10'>Delete</Command>
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		<ProtoAction>
			<Name>BuildingAttack</Name>
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			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
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			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<MinRange>2.000000</MinRange>
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		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
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			<ROF>1.500000</ROF>
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		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
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			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
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		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
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		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
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			<MinRange>2.000000</MinRange>
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	<Unit id='1788' name='NAfrencharmy03'>
		<DBID>2466</DBID>
		<DisplayNameID>71607</DisplayNameID>
		<EditorNameID>71608</EditorNameID>
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		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
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		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\FREmanitoba</Icon>
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		<RolloverTextID>71609</RolloverTextID>
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		<Cost resourcetype='Food'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
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		<UnitType>LogicalTypeVillagersAttack</UnitType>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
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		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1789' name='NAfrencharmy04'>
		<DBID>2467</DBID>
		<DisplayNameID>71611</DisplayNameID>
		<EditorNameID>71612</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAUTs\FREquebec</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71613</RolloverTextID>
		<ShortRolloverTextID>71614</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1794' name='NatMercApacheCavalry'>
		<DBID>2472</DBID>
		<DisplayNameID>71631</DisplayNameID>
		<EditorNameID>71632</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71633</RolloverTextID>
		<ShortRolloverTextID>71634</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Wood'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>MercType1</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1795' name='NatmercNavajoRifleman'>
		<DBID>2473</DBID>
		<DisplayNameID>71635</DisplayNameID>
		<EditorNameID>71636</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71637</RolloverTextID>
		<ShortRolloverTextID>71638</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1796' name='Geisha'>
		<DBID>2474</DBID>
		<DisplayNameID>71639</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Spy\geisha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Patch\geisha</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Patch\geisha_BIG</PortraitIcon>
		<RolloverTextID>71640</RolloverTextID>
		<ShortRolloverTextID>71641</ShortRolloverTextID>
		<InitialHitpoints>70.0000</InitialHitpoints>
		<MaxHitpoints>70.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>geisha.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MartialArts</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1797' name='GoldenAgeBlock'>
		<DBID>2475</DBID>
		<DisplayNameID>71642</DisplayNameID>
		<EditorNameID>71643</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</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>
		<Lifespan>30.0000</Lifespan>
		<Flag>OnlyInEditor</Flag>
		<Tactics>goldenage.tactics</Tactics>
	</Unit>
	<Unit id='1798' name='Snapphane'>
		<DBID>2476</DBID>
		<DisplayNameID>71644</DisplayNameID>
		<EditorNameID>71645</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Danish\Snapphane\snapphane.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Danish\snapphane</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Danish\snapphaneBIG</PortraitIcon>
		<RolloverTextID>71646</RolloverTextID>
		<ShortRolloverTextID>71647</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Economic</UnitType>
		<UnitType>AbstractVillager</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>
		<UnitType>ValidIdleVillager</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>snapphane.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.400000</Rate>
			<Rate type='AbstractMine'>0.500000</Rate>
			<Rate type='Plantation'>0.400000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>0.640000</Rate>
			<Rate type='AppleTree'>0.570000</Rate>
			<Rate type='BananaBush'>0.570000</Rate>
			<Rate type='BerryBush'>0.570000</Rate>
			<Rate type='BerryBushSertao'>0.570000</Rate>
			<Rate type='Breadfruit'>0.570000</Rate>
			<Rate type='BushTomato'>0.570000</Rate>
			<Rate type='Coconut'>0.570000</Rate>
			<Rate type='CoconutPalm'>0.570000</Rate>
			<Rate type='CoffeePlant'>0.570000</Rate>
			<Rate type='DatePalm'>0.570000</Rate>
			<Rate type='GrapeBush'>0.570000</Rate>
			<Rate type='JabuticabaBush'>0.570000</Rate>
			<Rate type='KiwiFruit'>0.570000</Rate>
			<Rate type='MacadamiaTree'>0.570000</Rate>
			<Rate type='Mushrooms'>0.570000</Rate>
			<Rate type='OrangeTree'>0.570000</Rate>
			<Rate type='Peanuts'>0.570000</Rate>
			<Rate type='Pomegranate'>0.570000</Rate>
			<Rate type='SugarCaneBush'>0.570000</Rate>
			<Rate type='Watermelon'>0.570000</Rate>
			<Rate type='Farm'>0.400000</Rate>
			<Rate type='Mill'>0.570000</Rate>
			<Rate type='WOLPasture'>0.570000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.400000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.240000</Rate>
			<Rate type='ypGroveBuilding'>0.400000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1799' name='Fishtrap'>
		<DBID>2477</DBID>
		<DisplayNameID>71648</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\fishtrap\fishtrap.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<MovementType>water</MovementType>
		<PhysicsInfo>dock</PhysicsInfo>
		<PlacementFile>fishery.xml</PlacementFile>
		<Icon>War of the Triple Alliance\icons\fishery</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\fishery_portrait</PortraitIcon>
		<RolloverTextID>71649</RolloverTextID>
		<ShortRolloverTextID>71650</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>4</GathererLimit>
		<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>AbstractFish</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Nature</UnitType>
		<UnitType>Fish</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DoNotValidateResourceInventory</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>Tracked</Flag>
		<Flag>DontFlattenGround</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fishtrap.tactics</Tactics>
	</Unit>
	<Unit id='1800' name='OlivePlantation'>
		<DBID>2478</DBID>
		<DisplayNameID>71651</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\olive_plantation.xml</AnimFile>
		<DeadReplacement>BalkanRuins3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\greek\olive</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\greek\oliveBIG</PortraitIcon>
		<RolloverTextID>71652</RolloverTextID>
		<ShortRolloverTextID>71653</ShortRolloverTextID>
		<InitialHitpoints>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>320.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Wood'>700.0000</Cost>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>20</GathererLimit>
		<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 column='0' page='1' row='0'>GreekOil1</Tech>
		<Tech column='0' page='1' row='0'>GreekOil2</Tech>
		<Tech column='0' page='1' row='0'>GreekOil3</Tech>
		<Tech column='0' page='1' row='0'>GreekOil4</Tech>
		<Tech column='0' page='1' row='0'>GreekOil5</Tech>
		<Tech column='0' page='1' row='0'>GreekOil6</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>
		<Flag>NotDeleteable</Flag>
		<Tactics>plantation.tactics</Tactics>
	</Unit>
	<Unit id='1801' name='Klepht'>
		<DBID>2479</DBID>
		<DisplayNameID>71654</DisplayNameID>
		<EditorNameID>71655</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Klepht\Klepht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\greek\klepht</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\greek\klephtBIG</PortraitIcon>
		<RolloverTextID>71656</RolloverTextID>
		<ShortRolloverTextID>71657</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>55.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1802' name='Chorofylax'>
		<DBID>2480</DBID>
		<DisplayNameID>71658</DisplayNameID>
		<EditorNameID>71659</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Greeks\gendarme.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\greek\chorfylax</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\greek\chorfylaxBIG</PortraitIcon>
		<RolloverTextID>71660</RolloverTextID>
		<ShortRolloverTextID>71661</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>125.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1803' name='Boer'>
		<DBID>2481</DBID>
		<DisplayNameID>71662</DisplayNameID>
		<EditorNameID>71663</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Belgians\boer\boer.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\belgian\boer</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\belgian\boerBIG</PortraitIcon>
		<RolloverTextID>71664</RolloverTextID>
		<ShortRolloverTextID>71665</ShortRolloverTextID>
		<InitialHitpoints>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<PopulationCapAddition>1</PopulationCapAddition>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>75</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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>
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		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
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		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
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		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
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		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
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		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
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		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
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		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
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		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
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		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
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		<Train column='1' page='255' row='0'>WallStraight5</Train>
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		<Train column='2' page='6' row='0'>NAStore</Train>
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		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
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		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
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		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
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		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>settlerWagon.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1804' name='Mitrailleuse'>
		<DBID>2482</DBID>
		<DisplayNameID>71666</DisplayNameID>
		<EditorNameID>71667</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Belgians\Mitrailleuse\mitrailleuse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Units\Delta\Belgians\Mitrailleuse\mitrailleuse_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\Belgians\Mitrailleuse\mitrailleuse_portrait</PortraitIcon>
		<RolloverTextID>71668</RolloverTextID>
		<ShortRolloverTextID>71669</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1805' name='Fireboat'>
		<DBID>2483</DBID>
		<DisplayNameID>71670</DisplayNameID>
		<EditorNameID>71671</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Greeks\fireboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\fireboat_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\fireboat_big</PortraitIcon>
		<RolloverTextID>71672</RolloverTextID>
		<ShortRolloverTextID>71673</ShortRolloverTextID>
		<InitialHitpoints>1150.0000</InitialHitpoints>
		<MaxHitpoints>1150.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<TrainPoints>35.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<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>
		<Train column='0' page='0' row='0'>WOLSailor</Train>
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>fireboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>FlameAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>6.000000</MaxRange>
			<ROF>1.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>6.000000</DamageBonus>
			<DamageBonus type='Building'>4.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.600000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1806' name='gunboat'>
		<DBID>2484</DBID>
		<DisplayNameID>71674</DisplayNameID>
		<EditorNameID>71675</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Danish\Gunboat\gunboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\flt_boat_portrait</Icon>
		<PortraitIcon>ui\units\flt_boat_portrait</PortraitIcon>
		<RolloverTextID>71676</RolloverTextID>
		<ShortRolloverTextID>71677</ShortRolloverTextID>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>gunboat.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='Ship'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1807' name='Merchant'>
		<DBID>2485</DBID>
		<DisplayNameID>71678</DisplayNameID>
		<EditorNameID>71679</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Italians\Villagers\merchant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\merchant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\merchantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>71680</RolloverTextID>
		<ShortRolloverTextID>71681</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFaithItalian</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.020000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='Basilica'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1808' name='Architect'>
		<DBID>2486</DBID>
		<DisplayNameID>602039</DisplayNameID>
		<EditorNameID>602040</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Italians\Villagers\architect.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\architect</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\architectBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>602041</RolloverTextID>
		<ShortRolloverTextID>602042</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<!-- UnitType>AbstractVillager</UnitType -->
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>WOLTownWagon</Train>
		<Train column='1' page='6' row='0'>WOLFrontierWagon</Train>
		<Train column='2' page='6' row='0'>WOLMilitaryWagon</Train>
		<Train column='3' page='6' row='0'>WOLIndustrialWagon</Train>
		<Train column='4' page='6' row='0'>WOLAgriculturalWagon</Train>
		<Train column='5' page='6' row='0'>WOLCityWagon</Train>
		<Train column='6' page='6' row='0'>WallConnector</Train>
		<Train column='6' page='255' row='0'>WallStraight2</Train>
		<Train column='6' page='255' row='0'>WallStraight5</Train>
		<!-- Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Basilica</Train>
		<Train column='11' page='6' row='0'>WOLangelstatue</Train>
		<Train column='11' page='6' row='0'>ITALIANfountain</Train>
		<Train column='11' page='6' row='0'>ITALIANequestrian</Train>
		<Train column='12' page='6' row='0'>WarHut</Train>
		<Train column='12' page='6' row='0'>Safehouse</Train>
		<Train column='12' page='6' row='0'>Barracks</Train>
		<Train column='13' page='6' row='0'>Stable</Train>
		<Train column='13' page='6' row='0'>Corral</Train>
		<Train column='13' page='6' row='0'>NoblesHut</Train>
		<Train column='14' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='15' page='6' row='0'>Arsenal</Train>
		<Train column='16' page='6' row='0'>Plantation</Train>
		<Train column='16' page='6' row='0'>OlivePlantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>architect.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
			<Rate type='Basilica'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1809' name='Basilica'>
		<DBID>2487</DBID>
		<DisplayNameID>71682</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\basilica.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>25</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\basilica</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\basilicaBIG</PortraitIcon>
		<RolloverTextID>71683</RolloverTextID>
		<ShortRolloverTextID>71684</ShortRolloverTextID>
		<InitialHitpoints>4000.0000</InitialHitpoints>
		<MaxHitpoints>4000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>400.0000</Bounty>
		<BuildBounty>200.0000</BuildBounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<!-- InitialResource resourcetype='Gold'>10.0000</InitialResource>
		<InitialResource resourcetype='Food'>10.0000</InitialResource>
		<InitialResource resourcetype='Wood'>10.0000</InitialResource -->
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='2.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<UnitType>Resource</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<Flag>HeroName1</Flag>
		<Train column='0' page='0' row='0'>Jesuit</Train>
		<Train column='0' page='0' row='0'>Missionary</Train>
		<Train column='0' page='0' row='0'>Priest</Train>
		<Train column='0' page='0' row='0'>Inquisitor</Train>
		<Tech column='2' page='0' row='2'>RELIGIONfaith01</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith02</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith03</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith04</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest01</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest02</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest03</Tech>
		<Tech column='1' page='0' row='3'>RELIGIONpriest04</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONcatholic01</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcatholic02</Tech>
		<Tech column='2' page='1' row='0'>RELIGIONcatholic03</Tech>
		<Tech column='3' page='1' row='0'>RELIGIONcatholic04</Tech>
		<Tech column='4' page='1' row='0'>RELIGIONcatholic05</Tech>
		<Tech column='5' page='1' row='0'>RELIGIONcatholic06</Tech>
		<!-- Tech column='0' page='2' row='0'>POPE1</Tech>
		<Tech column='0' page='3' row='0'>POPE1tech1</Tech>
		<Tech column='1' page='3' row='0'>POPE1tech2</Tech>
		<Tech column='2' page='3' row='0'>POPE1tech3</Tech>
		<Tech column='3' page='3' row='0'>POPE1tech4</Tech>
		<Tech column='4' page='3' row='0'>POPE1tech5</Tech>
		<Tech column='5' page='3' row='0'>POPE1tech6</Tech>
		<Tech column='0' page='2' row='0'>POPE2</Tech>
		<Tech column='0' page='3' row='0'>POPE2tech1</Tech>
		<Tech column='1' page='3' row='0'>POPE2tech2</Tech>
		<Tech column='2' page='3' row='0'>POPE2tech3</Tech>
		<Tech column='3' page='3' row='0'>POPE2tech4</Tech>
		<Tech column='4' page='3' row='0'>POPE2tech5</Tech>
		<Tech column='5' page='3' row='0'>POPE2tech6</Tech>
		<Tech column='0' page='2' row='0'>POPE3</Tech>
		<Tech column='0' page='3' row='0'>POPE3tech1</Tech>
		<Tech column='1' page='3' row='0'>POPE3tech2</Tech>
		<Tech column='2' page='3' row='0'>POPE3tech3</Tech>
		<Tech column='3' page='3' row='0'>POPE3tech4</Tech>
		<Tech column='4' page='3' row='0'>POPE3tech5</Tech>
		<Tech column='5' page='3' row='0'>POPE3tech6</Tech>
		<Tech column='0' page='2' row='0'>POPE4</Tech>
		<Tech column='0' page='3' row='0'>POPE4tech1</Tech>
		<Tech column='1' page='3' row='0'>POPE4tech2</Tech>
		<Tech column='2' page='3' row='0'>POPE4tech3</Tech>
		<Tech column='3' page='3' row='0'>POPE4tech4</Tech>
		<Tech column='4' page='3' row='0'>POPE4tech5</Tech>
		<Tech column='5' page='3' row='0'>POPE4tech6</Tech -->
		<Tech column='0' page='2' row='2'>WOLChurchRomanita</Tech>
		<Tech column='1' page='2' row='2'>WOLChurchCarabinieri</Tech>
		<Tech column='2' page='2' row='2'>WOLChurchZaptie</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>
		<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>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='0'>TradeForFood</Command>
		<Command column='5' page='0'>TradeForWood</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>church.tactics</Tactics>
		<!-- ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>1.000000</Rate>
		</ProtoAction -->
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1811' name='ITALIANfountain'>
		<DBID>2489</DBID>
		<DisplayNameID>71689</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\fountain.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\fountain</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\fountainBIG</PortraitIcon>
		<RolloverTextID>71690</RolloverTextID>
		<ShortRolloverTextID>71691</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Flag>HeroName1</Flag>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>AbstractCanSeeStealth</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>ITALIANstatue.tactics</Tactics>
	</Unit>
	<Unit id='1813' name='ITALIANequestrian'>
		<DBID>2491</DBID>
		<DisplayNameID>71692</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\equestrian.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\equestrian</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\equestrianBIG</PortraitIcon>
		<RolloverTextID>71693</RolloverTextID>
		<ShortRolloverTextID>71694</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Flag>HeroName1</Flag>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>ITALIANstatue.tactics</Tactics>
	</Unit>
	<Unit id='1816' name='Chasqui'>
		<DBID>2494</DBID>
		<DisplayNameID>444161</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Chasqui\chasqui.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\chasqui_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\chasqui_portrait</PortraitIcon>
		<RolloverTextID>444162</RolloverTextID>
		<ShortRolloverTextID>444163</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>14.0000</Bounty>
		<Cost resourcetype='Food'>45.0000</Cost>
		<Cost resourcetype='Wood'>45.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>HasBountyValue</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Presidio</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>chasqui.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>1.500000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Guardian'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<!-- Unit id='1817' name='MercCaco'>
		<DBID>2495</DBID>
		<DisplayNameID>71702</DisplayNameID>
		<EditorNameID>71703</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Piket\piket.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\caco_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\caco_portrait</PortraitIcon>
		<RolloverTextID>71704</RolloverTextID>
		<ShortRolloverTextID>71705</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit -->
	<Unit id='1818' name='Malon'>
		<DBID>2496</DBID>
		<DisplayNameID>71706</DisplayNameID>
		<EditorNameID>71707</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\malon\malon_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Checanos\Icons\malon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Checanos\Icons\malon_portrait</PortraitIcon>
		<RolloverTextID>71708</RolloverTextID>
		<ShortRolloverTextID>71709</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Wood'>75.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>45.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1819' name='Huampelen'>
		<DBID>2497</DBID>
		<DisplayNameID>71710</DisplayNameID>
		<EditorNameID>71711</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\Huampelen\huampelen_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Checanos\Icons\huampelen_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Checanos\Icons\huampelen_portrait</PortraitIcon>
		<RolloverTextID>71712</RolloverTextID>
		<ShortRolloverTextID>71713</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>26.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>AbstractCanSeeStealth</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>3.500000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>10.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>3.500000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='Mercenary'>3.500000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>10.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1820' name='Malalkawuelo'>
		<DBID>2498</DBID>
		<DisplayNameID>71714</DisplayNameID>
		<EditorNameID>71715</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\Kaweltulinko\malalkawuelo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\Mapuche_Horse_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\Mapuche_Horse_Portrait</PortraitIcon>
		<RolloverTextID>71716</RolloverTextID>
		<ShortRolloverTextID>71717</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>48.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>`
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>2.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.300000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1821' name='Tralka'>
		<DBID>2499</DBID>
		<DisplayNameID>71718</DisplayNameID>
		<EditorNameID>71719</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\sabre con rifle.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\mapuche_gun_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\mapuche_gun_portrait</PortraitIcon>
		<RolloverTextID>71720</RolloverTextID>
		<ShortRolloverTextID>71721</ShortRolloverTextID>
		<InitialHitpoints>285.0000</InitialHitpoints>
		<MaxHitpoints>285.0000</MaxHitpoints>
		<LOS>19.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1822' name='Rengui'>
		<DBID>2500</DBID>
		<DisplayNameID>71722</DisplayNameID>
		<EditorNameID>71723</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\guerrero mapuche.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\mapuche_clubman_icon</Icon>
		<PortraitIcon>ui\units\mapuche_clubman_portrait</PortraitIcon>
		<RolloverTextID>71724</RolloverTextID>
		<ShortRolloverTextID>71725</ShortRolloverTextID>
		<InitialHitpoints>165.0000</InitialHitpoints>
		<MaxHitpoints>165.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='MapucheMine'>1.000000</Rate>
			<Rate type='PucaraMapuche'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1823' name='MapucheWarchief'>
		<DBID>2501</DBID>
		<DisplayNameID>71726</DisplayNameID>
		<EditorNameID>71727</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\spc_kanyenke_old.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>71728</RolloverTextID>
		<ShortRolloverTextID>71729</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>
		<UnitType>AbstractDaimyo</UnitType>
		<Tech column='0' page='2' row='0'>MapucheVillagers1</Tech>
		<Tech column='0' page='4' row='0'>MapucheVillagers2</Tech>
		<Tech column='0' page='5' row='0'>MapucheVillagers3</Tech>
		<Tech column='1' page='2' row='0'>MapucheFoodCrates1</Tech>
		<Tech column='1' page='4' row='0'>MapucheFoodCrates2</Tech>
		<Tech column='1' page='5' row='0'>MapucheFoodCrates3</Tech>
		<Tech column='2' page='2' row='0'>MapucheWoodCrates1</Tech>
		<Tech column='2' page='4' row='0'>MapucheWoodCrates2</Tech>
		<Tech column='2' page='5' row='0'>MapucheWoodCrates3</Tech>
		<Tech column='3' page='2' row='0'>MapucheCoinCrates1</Tech>
		<Tech column='3' page='4' row='0'>MapucheCoinCrates2</Tech>
		<Tech column='3' page='5' row='0'>MapucheCoinCrates3</Tech>
		<Tech column='4' page='2' row='0'>MapucheFowl</Tech>
		<Tech column='4' page='4' row='0'>Rustling</Tech>
		<Tech column='4' page='5' row='0'>MapucheCoveredWagon</Tech>
		<Tech column='5' page='2' row='0'>MapucheLevee</Tech>
		<Tech column='5' page='4' row='0'>MapucheToki</Tech>
		<Tech column='5' page='5' row='0'>MapucheHero</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>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>kanyenke.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1824' name='Witrahue'>
		<DBID>2502</DBID>
		<DisplayNameID>71730</DisplayNameID>
		<EditorNameID>71731</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\Mawidanche\witrahue.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\Bola_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\mapuche_bola_portrait</PortraitIcon>
		<RolloverTextID>71732</RolloverTextID>
		<ShortRolloverTextID>71733</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>39.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Bola</Projectile>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1826' name='MapucheCannon'>
		<DBID>2504</DBID>
		<DisplayNameID>71738</DisplayNameID>
		<EditorNameID>71739</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\light_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\falconet\falconet_icon_64x64</Icon>
		<PortraitIcon>units\artillery\falconet\falconet_portrait</PortraitIcon>
		<RolloverTextID>71740</RolloverTextID>
		<ShortRolloverTextID>71741</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerillaPiece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1827' name='MercZuavoBaiano'>
		<DBID>2505</DBID>
		<DisplayNameID>71742</DisplayNameID>
		<EditorNameID>71743</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\zuavo\zuavo.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\zuavo_bahiano_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\zuavo_bahiano_BIG</PortraitIcon>
		<RolloverTextID>71744</RolloverTextID>
		<ShortRolloverTextID>71745</ShortRolloverTextID>
		<InitialHitpoints>425.0000</InitialHitpoints>
		<MaxHitpoints>425.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>18.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1828' name='Mambi'>
		<DBID>2506</DBID>
		<DisplayNameID>71746</DisplayNameID>
		<EditorNameID>71747</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mambi\mambi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Incas\Mambi\mambiicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Incas\Mambi\mambi</PortraitIcon>
		<RolloverTextID>71748</RolloverTextID>
		<ShortRolloverTextID>71749</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>280.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>80.000000</DamageCap>
			<ROF>1.000000</ROF>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1829' name='BolasWarrior'>
		<DBID>2507</DBID>
		<DisplayNameID>71750</DisplayNameID>
		<EditorNameID>71751</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Bolas Warrior\bolas_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\bola_icon</Icon>
		<PortraitIcon>units\natives\bola_portrait</PortraitIcon>
		<RolloverTextID>71752</RolloverTextID>
		<ShortRolloverTextID>71753</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<!-- ProjectileProtoUnit>Arrow</ProjectileProtoUnit -->
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>nativeBolas.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<!-- Projectile>Bola</Projectile -->
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1830' name='Huaminca'>
		<DBID>2508</DBID>
		<DisplayNameID>71754</DisplayNameID>
		<EditorNameID>71755</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Huaminca\huaminca.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\humainca_icon_64x64</Icon>
		<PortraitIcon>units\natives\humainca_portrait</PortraitIcon>
		<RolloverTextID>71756</RolloverTextID>
		<ShortRolloverTextID>71757</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>48.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1831' name='PucaraInca'>
		<DBID>2509</DBID>
		<DisplayNameID>71758</DisplayNameID>
		<EditorNameID>71759</EditorNameID>
		<ObstructionRadiusX>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<RolloverTextID>71760</RolloverTextID>
		<ShortRolloverTextID>71761</ShortRolloverTextID>
		<InitialHitpoints>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='0' page='0' row='0'>VilcabambaRifle</Train>
		<Train column='1' page='0' row='0'>Huaminca</Train>
		<Train column='2' page='0' row='0'>BolasWarrior</Train>
		<Train column='3' page='0' row='0'>Champi</Train>
		<Train column='0' page='1' row='0'>IncaMortar</Train>
		<Train column='1' page='1' row='0'>Yaba</Train>
		<Tech column='0' page='1' row='0'>StrategicPosition</Tech>
		<Tech column='0' page='1' row='0'>HiddenTraps</Tech>
		<Tech column='0' page='2' row='0'>BigPucaraCyclopeanMasonry</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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>ypFlamingArrowAmmo</Projectile>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1832' name='Roto'>
		<DBID>2510</DBID>
		<DisplayNameID>71762</DisplayNameID>
		<EditorNameID>71763</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Roto\rotomain.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\rotoicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\roto</PortraitIcon>
		<RolloverTextID>71764</RolloverTextID>
		<ShortRolloverTextID>71765</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>180.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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 column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>TownHall</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='2' page='6' row='0'>Pulperia</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
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		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
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		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>roto.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.060000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>2.000000</Rate>
			<Rate type='House'>2.000000</Rate>
			<Rate type='Manor'>2.000000</Rate>
			<Rate type='Church'>2.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>15.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='Mill'>1.340000</Rate>
			<Rate type='WOLPasture'>1.340000</Rate>
			<Rate type='Plantation'>1.000000</Rate>
			<Rate type='WOLPlantationIroquois'>1.000000</Rate>
			<Rate type='Herdable'>4.000000</Rate>
			<Rate type='Huntable'>1.700000</Rate>
			<Rate type='AbstractMine'>1.200000</Rate>
			<Rate type='AppleTree'>1.340000</Rate>
			<Rate type='BananaBush'>1.340000</Rate>
			<Rate type='BerryBush'>1.340000</Rate>
			<Rate type='BerryBushSertao'>1.340000</Rate>
			<Rate type='Breadfruit'>1.340000</Rate>
			<Rate type='BushTomato'>1.340000</Rate>
			<Rate type='Coconut'>1.340000</Rate>
			<Rate type='CoconutPalm'>1.340000</Rate>
			<Rate type='CoffeePlant'>1.340000</Rate>
			<Rate type='DatePalm'>1.340000</Rate>
			<Rate type='GrapeBush'>1.340000</Rate>
			<Rate type='JabuticabaBush'>1.340000</Rate>
			<Rate type='KiwiFruit'>1.340000</Rate>
			<Rate type='MacadamiaTree'>1.340000</Rate>
			<Rate type='Mushrooms'>1.340000</Rate>
			<Rate type='OrangeTree'>1.340000</Rate>
			<Rate type='Peanuts'>1.340000</Rate>
			<Rate type='Pomegranate'>1.340000</Rate>
			<Rate type='SugarCaneBush'>1.340000</Rate>
			<Rate type='Watermelon'>1.340000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>1.000000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.680000</Rate>
			<Rate type='ypGroveBuilding'>1.000000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1833' name='Civico'>
		<DBID>2511</DBID>
		<DisplayNameID>71766</DisplayNameID>
		<EditorNameID>71767</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Civico\civico.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\batallon_civico_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\batallon_civico_portrait</PortraitIcon>
		<RolloverTextID>71768</RolloverTextID>
		<ShortRolloverTextID>71769</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>civico.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BerserkHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.75000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.00000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1834' name='FrontierCavalry'>
		<DBID>2512</DBID>
		<DisplayNameID>71770</DisplayNameID>
		<EditorNameID>71771</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\caballeria\caballeria_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\line_cavalry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\line_cavalry_portrait</PortraitIcon>
		<RolloverTextID>71772</RolloverTextID>
		<ShortRolloverTextID>71773</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1835' name='CivicoBlock'>
		<DBID>2513</DBID>
		<DisplayNameID>71774</DisplayNameID>
		<EditorNameID>71775</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Civico\civico.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\batallon_civico_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\batallon_civico_portrait</PortraitIcon>
		<RolloverTextID>71776</RolloverTextID>
		<ShortRolloverTextID>71777</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>140.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>civico.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BerserkHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.000000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1836' name='FrontierCavalryBlock'>
		<DBID>2514</DBID>
		<DisplayNameID>71778</DisplayNameID>
		<EditorNameID>71779</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\caballeria\cabelleria_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\line_cavalry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\line_cavalry_portrait</PortraitIcon>
		<RolloverTextID>71780</RolloverTextID>
		<ShortRolloverTextID>71781</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>57.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1837' name='SkirmisherBlock'>
		<DBID>2515</DBID>
		<DisplayNameID>71782</DisplayNameID>
		<EditorNameID>71783</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\infantry_ranged\skirmisher\skirmisher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\escopetero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\escopetero_BIG</PortraitIcon>
		<RolloverTextID>71784</RolloverTextID>
		<ShortRolloverTextID>71785</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>130.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1838' name='CarabineroBlock'>
		<DBID>2516</DBID>
		<DisplayNameID>71786</DisplayNameID>
		<EditorNameID>71787</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\carabinero\carabinero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\carabinero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\carabinero_portrait</PortraitIcon>
		<RolloverTextID>71788</RolloverTextID>
		<ShortRolloverTextID>71789</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</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>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>trenchsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrenchRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.666667</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1839' name='BacamarteroBlock'>
		<DBID>2517</DBID>
		<DisplayNameID>71790</DisplayNameID>
		<EditorNameID>71791</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>25.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\bacamartero\bacamartero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Bacamartero\bacamartero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Bacamartero\bacamartero_portrait</PortraitIcon>
		<RolloverTextID>71792</RolloverTextID>
		<ShortRolloverTextID>71793</ShortRolloverTextID>
		<InitialHitpoints>280.0000</InitialHitpoints>
		<MaxHitpoints>280.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>15.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>90.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>240.0000</Cost>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractSiegeTrooper</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>Tracked</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bacamartero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<DamageArea>3.000000</DamageArea>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1840' name='HussarBlock'>
		<DBID>2518</DBID>
		<DisplayNameID>71794</DisplayNameID>
		<EditorNameID>71795</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\cavalry\light_cavalry\light_cavalry_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\lancero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\lancero_BIG</PortraitIcon>
		<RolloverTextID>71796</RolloverTextID>
		<ShortRolloverTextID>71797</ShortRolloverTextID>
		<InitialHitpoints>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>240.0000</Cost>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1841' name='Pulperia'>
		<DBID>2519</DBID>
		<DisplayNameID>71798</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\spc\train_station\spc_train_station.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>71799</RolloverTextID>
		<ShortRolloverTextID>71800</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='7' row='0'>BuyFoodChile</Tech>
		<Tech column='0' page='7' row='0'>BuyWoodChile</Tech>
		<Tech column='1' page='7' row='0'>BuyFoodLargeChile</Tech>
		<Tech column='1' page='7' row='0'>BuyWoodLargeChile</Tech>
		<Tech column='0' page='1' row='0'>SteelTraps</Tech>
		<Tech column='1' page='1' row='0'>CircularSaw</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='0' page='2' row='0'>BigMarketNewYear</Tech>
		<Tech column='0' page='2' row='0'>AntropophagicRitual</Tech>
		<Tech column='1' page='1' row='0'>LumberCeremony</Tech>
		<Tech column='1' page='1' row='0'>ForestSpiritCeremony</Tech>
		<Tech column='1' page='1' row='0'>ImpDeforestationNative</Tech>
		<Tech column='4' page='1' row='0'>GreatCoat</Tech>
		<Tech column='3' page='1' row='0'>Blunderbuss</Tech>
		<Tech column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='3' page='1' row='0'>SpiritMedicine</Tech>
		<Tech column='1' page='1' row='0'>ForestPeopleCeremony</Tech>
		<Tech column='2' page='1' row='0'>PlacerMines</Tech>
		<Tech column='2' page='1' row='0'>Amalgamation</Tech>
		<Tech column='5' page='1' row='1'>ChurchMercantilism</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting03NA</Tech>
		<Tech column='0' page='1' row='0'>Tracking</Tech>
		<Tech column='0' page='1' row='0'>HuntingBows</Tech>
		<Tech column='0' page='1' row='0'>hunting02SAN</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02colombian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting01brazilian</Tech>
		<Tech column='0' page='1' row='0'>WOTTAhunting02brazilian</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01LA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat01NA</Tech>
		<Tech column='3' page='1' row='0'>WOTTAvillagercombat02NA</Tech>
		<Tech column='3' page='1' row='0'>WarriorCulture</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine01NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine03NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAmine04NA</Tech>
		<Tech column='2' page='1' row='0'>IncaMining1</Tech>
		<Tech column='2' page='1' row='0'>IncaMining2</Tech>
		<Tech column='2' page='1' row='0'>IncaMining3</Tech>
		<Tech column='2' page='1' row='0'>IncaMining4</Tech>
		<Tech column='2' page='1' row='0'>FertileGround</Tech>
		<Tech column='2' page='1' row='0'>BountyfullHarvest</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood02NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood03NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAwood04NA</Tech>
		<Tech column='1' page='1' row='0'>CopperAxe</Tech>
		<Tech column='1' page='1' row='0'>RainforestLogging</Tech>
		<Tech column='1' page='1' row='0'>SlashandBurn</Tech>
		<Tech column='1' page='1' row='0'>wood02SAN</Tech>
		<Tech column='1' page='1' row='0'>wood03SAN</Tech>
		<Tech column='1' page='1' row='0'>wood04SAN</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02LA</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth01NA</Tech>
		<!-- Tech column='4' page='1' row='0'>QuinoaHarvest</Tech>
		<Tech column='4' page='1' row='0'>PotatoHarvest</Tech>
		<Tech column='5' page='1' row='0'>Divination</Tech -->
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02canadian</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth02american</Tech>
		<Tech column='4' page='1' row='0'>WOTTAvillagerhealth03american</Tech>
		<Tech column='5' page='1' row='0'>WOTTAsoap</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism01NA</Tech>
		<Tech column='5' page='1' row='1'>WOTTAmercantilism02NA</Tech>
		<Tech column='2' page='7' row='0'>NAlevis00</Tech>
		<Tech column='3' page='7' row='0'>NAcocacola00</Tech>
		<Tech column='4' page='7' row='0'>NAge00</Tech>
		<Tech column='5' page='7' row='0'>NAford00</Tech>
		<Tech column='2' page='8' row='0'>NAtexaco00</Tech>
		<Tech column='3' page='8' row='0'>NAcolt00</Tech>
		<Tech column='4' page='8' row='0'>NAjohndeere00</Tech>
		<Tech column='5' page='8' row='0'>NAtiffany00</Tech>
		<Tech column='2' page='8' row='0'>NAlevis01</Tech>
		<Tech column='3' page='8' row='0'>NAlevis02</Tech>
		<Tech column='4' page='8' row='0'>NAlevis02</Tech>
		<Tech column='2' page='8' row='0'>NAge01</Tech>
		<Tech column='3' page='8' row='0'>NAge02</Tech>
		<Tech column='4' page='8' row='0'>NAge02</Tech>
		<Tech column='2' page='8' row='0'>NAcocacola01</Tech>
		<Tech column='3' page='8' row='0'>NAcocacola02</Tech>
		<Tech column='4' page='8' row='0'>NAcocacola02</Tech>
		<Tech column='2' page='7' row='0'>NAjohndeere01</Tech>
		<Tech column='3' page='7' row='0'>NAjohndeere02</Tech>
		<Tech column='4' page='7' row='0'>NAjohndeere02</Tech>
		<Tech column='2' page='7' row='0'>NAtiffany01</Tech>
		<Tech column='3' page='7' row='0'>NAtiffany02</Tech>
		<Tech column='4' page='7' row='0'>NAtiffany02</Tech>
		<Tech column='2' page='8' row='0'>NAford01</Tech>
		<Tech column='3' page='8' row='0'>NAford02</Tech>
		<Tech column='4' page='8' row='0'>NAford02</Tech>
		<Tech column='2' page='7' row='0'>NAcolt01</Tech>
		<Tech column='3' page='7' row='0'>NAcolt02</Tech>
		<Tech column='4' page='7' row='0'>NAcolt02</Tech>
		<Tech column='2' page='7' row='0'>NAtexaco01</Tech>
		<Tech column='3' page='7' row='0'>NAtexaco02</Tech>
		<Tech column='4' page='7' row='0'>NAtexaco02</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>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1842' name='Meuse'>
		<DBID>2520</DBID>
		<DisplayNameID>71801</DisplayNameID>
		<EditorNameID>71802</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Belgians\meuse\meuse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\infantry\halberdier\halberdier_icon_64x64</Icon>
		<PortraitIcon>units\infantry\halberdier\halberdier_portrait</PortraitIcon>
		<RolloverTextID>71803</RolloverTextID>
		<ShortRolloverTextID>71804</ShortRolloverTextID>
		<InitialHitpoints>235.0000</InitialHitpoints>
		<MaxHitpoints>235.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1843' name='MaroniteRifleman'>
		<DBID>2521</DBID>
		<DisplayNameID>71805</DisplayNameID>
		<EditorNameID>71806</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Lebanese\Maronite\maronite.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\maronite_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\maronite_BIG</PortraitIcon>
		<RolloverTextID>71807</RolloverTextID>
		<ShortRolloverTextID>71808</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>17.0000</Bounty>
		<BuildBounty>17.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1844' name='Kami'>
		<DBID>2522</DBID>
		<DisplayNameID>71809</DisplayNameID>
		<PopulationCount>0.5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Spy\geisha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Patch\geisha</Icon>
		<PortraitIcon>War of the Triple Alliance\Patch\geisha_BIG</PortraitIcon>
		<RolloverTextID>71810</RolloverTextID>
		<ShortRolloverTextID>71811</ShortRolloverTextID>
		<InitialHitpoints>70.0000</InitialHitpoints>
		<MaxHitpoints>70.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>geisha.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MartialArts</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1845' name='GoldenBuddha'>
		<DBID>2523</DBID>
		<DisplayNameID>71812</DisplayNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>
		<PortraitIcon>buildings\wonders\giant_buddha\giant_buddha_icon_portrait</PortraitIcon>
		<RolloverTextID>71813</RolloverTextID>
		<ShortRolloverTextID>71814</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>2000.0000</Cost>
		<Cost resourcetype='Gold'>2000.0000</Cost>
		<Cost resourcetype='Fame'>2000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>holydefense.tactics</Tactics>
	</Unit>
	<Unit id='1846' name='BuddhaWagon'>
		<DBID>2524</DBID>
		<DisplayNameID>71815</DisplayNameID>
		<EditorNameID>71816</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>71817</RolloverTextID>
		<ShortRolloverTextID>71818</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>GoldenBuddha</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Yi-sun-sinmonument'>3.000000</Rate>
			<Rate type='Changgyeonggungpalace'>3.000000</Rate>
			<Rate type='HaiensaTemple'>3.000000</Rate>
			<Rate type='PukkwanTemple'>3.000000</Rate>
			<Rate type='HwaseongFortress'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1848' name='Salitrera'>
		<DBID>2526</DBID>
		<DisplayNameID>71823</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Statues\salitrera.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<DeadReplacement>destroyedmine</DeadReplacement>
		<SelectionPriority>0</SelectionPriority>
		<RolloverTextID>71824</RolloverTextID>
		<ShortRolloverTextID>71825</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Tech column='0' page='1' row='0'>Inflation</Tech>
		<Tech column='0' page='1' row='0'>SaltpeterNationalization</Tech>
		<Tech column='0' page='1' row='0'>Warehouses</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>NoBloodOnDeath</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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='2' page='9'>TreasureShipCoin</Command>
		<Command column='0' page='9'>TreasureShipFood</Command>
		<Command column='1' page='9'>TreasureShipWood</Command>
		<Tactics>ypspctreasureship.tactics</Tactics>
	</Unit>
	<Unit id='1923' name='Okapi'>
		<DBID>2601</DBID>
		<DisplayNameID>72048</DisplayNameID>
		<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>War of the Triple Alliance\Units\Animals\okapi\okapi.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Delta\African Animals\icons\okapi</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\African Animals\icons\okapiBIG</PortraitIcon>
		<RolloverTextID>72047</RolloverTextID>
		<ShortRolloverTextID>72046</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='1924' name='PucaraMapuche'>
		<DBID>2602</DBID>
		<DisplayNameID>72049</DisplayNameID>
		<EditorNameID>72050</EditorNameID>
		<ObstructionRadiusX>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\buildings\Pucara\Pucara.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\wonders\agra_fort\agra_fort_icon_64</Icon>
		<PortraitIcon>buildings\wonders\agra_fort\agra_fort_icon_portrait</PortraitIcon>
		<RolloverTextID>72051</RolloverTextID>
		<ShortRolloverTextID>72052</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='0' page='0' row='0'>Rengui</Train>
		<Train column='1' page='0' row='0'>Makana</Train>
		<Train column='2' page='0' row='0'>Tralka</Train>
		<Train column='3' page='0' row='0'>Huampelen</Train>
		<Train column='0' page='1' row='0'>Winitufe</Train>
		<Train column='1' page='1' row='0'>Malalkawuelo</Train>
		<Train column='1' page='1' row='0'>Malon</Train>
		<Tech column='0' page='2' row='0'>BigPucaraTraps</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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>250.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>500.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1926' name='PucaraWagon'>
		<DBID>2604</DBID>
		<DisplayNameID>72057</DisplayNameID>
		<EditorNameID>72058</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Llama Wagon\Llama.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\pack llama_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\pack llama_big</PortraitIcon>
		<RolloverTextID>72059</RolloverTextID>
		<ShortRolloverTextID>72060</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>PucaraInca</Train>
		<Train column='0' page='6' row='0'>PucaraMapuche</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='PucaraInca'>3.000000</Rate>
			<Rate type='PucaraMapuche'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1927' name='MapucheToki'>
		<DBID>2605</DBID>
		<DisplayNameID>72061</DisplayNameID>
		<EditorNameID>72062</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>8.1000</MaxVelocity>
		<MaxRunVelocity>10.1000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\LONCO\lonco_caballo.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>72063</RolloverTextID>
		<ShortRolloverTextID>72064</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<RechargeTime>10.0000</RechargeTime>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>
		<Tech column='0' page='2' row='0'>MapucheHuampelen1</Tech>
		<Tech column='0' page='4' row='0'>MapucheHuampelen2</Tech>
		<Tech column='0' page='5' row='0'>MapucheHuampelen3</Tech>
		<Tech column='1' page='2' row='0'>MapucheWinitufes1</Tech>
		<Tech column='1' page='4' row='0'>MapucheWinitufes2</Tech>
		<Tech column='1' page='5' row='0'>MapucheWinitufes3</Tech>
		<Tech column='2' page='2' row='0'>MapucheChueca</Tech>
		<Tech column='2' page='4' row='0'>MapucheMalalkawuellos2</Tech>
		<Tech column='2' page='5' row='0'>MapucheMalalkawuellos3</Tech>
		<Tech column='3' page='2' row='0'>MapucheBolaDamage</Tech>
		<Tech column='3' page='4' row='0'>MapucheMalones2</Tech>
		<Tech column='3' page='5' row='0'>MapucheMalones3</Tech>
		<Tech column='4' page='2' row='0'>MapucheBolaHitPoints</Tech>
		<Tech column='4' page='4' row='0'>MapucheBolaCombat</Tech>
		<Tech column='4' page='5' row='0'>MapucheKollellaullin</Tech>
		<Tech column='5' page='2' row='0'>MapucheNativeTreaties</Tech>
		<Tech column='5' page='4' row='0'>MapucheZanjadeAlcina</Tech>
		<Tech column='5' page='5' row='0'>MapucheDestructionofthesevencities</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>mapucheUlmen.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1928' name='MapucheWiseWoman'>
		<DBID>2606</DBID>
		<DisplayNameID>72065</DisplayNameID>
		<EditorNameID>72066</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\spc_nonahkee.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\nonahkee\nonahkee_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\spc\nonahkee\nonahkee_igc_icon</PortraitIcon>
		<RolloverTextID>72067</RolloverTextID>
		<ShortRolloverTextID>72068</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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>
		<Tech column='0' page='2' row='0'>MapucheNativeLore</Tech>
		<Tech column='0' page='4' row='0'>MapucheNativeWarriors</Tech>
		<Tech column='0' page='5' row='0'>MapucheKinshipTies</Tech>
		<Tech column='1' page='2' row='0'>MapucheRidingSchool</Tech>
		<Tech column='1' page='4' row='0'>NewWaysMapuche</Tech>
		<Tech column='1' page='5' row='0'>MapucheWartotheDeath</Tech>
		<Tech column='2' page='2' row='0'>MapucheFencingSchool</Tech>
		<Tech column='2' page='4' row='0'>MapucheEngineeringSchool</Tech>
		<Tech column='2' page='5' row='0'>Mapucheadvancedreligion</Tech>
		<Tech column='3' page='2' row='0'>MapucheRanching</Tech>
		<Tech column='3' page='4' row='0'>MapucheShipSpies</Tech>
		<Tech column='3' page='5' row='0'>MapucheAssassins</Tech>
		<Tech column='4' page='2' row='0'>MapucheImprovedBuildings</Tech>
		<Tech column='4' page='4' row='0'>MapuchePucara1</Tech>
		<Tech column='4' page='5' row='0'>MapuchePucara2</Tech>
		<Tech column='5' page='2' row='0'>MapucheExpandedTradingPost</Tech>
		<Tech column='5' page='4' row='0'>MapucheBattlefieldConstruction</Tech>
		<Tech column='5' page='5' row='0'>MapucheNationalRedoubt</Tech>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>nonahkee.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1929' name='MapucheShaman'>
		<DBID>2607</DBID>
		<DisplayNameID>72069</DisplayNameID>
		<EditorNameID>72070</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\machi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Checanos\Icons\wise_woman_icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\DLC\Checanos\Icons\wise_woman_portrait</PortraitIcon>
		<RolloverTextID>72071</RolloverTextID>
		<ShortRolloverTextID>72072</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<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>
		<Tech column='0' page='2' row='0'>MapucheFishMarket</Tech>
		<Tech column='0' page='4' row='0'>MapucheCanoes</Tech>
		<Tech column='0' page='5' row='0'>OldWaysMapuche</Tech>
		<Tech column='1' page='2' row='0'>MapucheSawmills</Tech>
		<Tech column='1' page='4' row='0'>MapucheExoticHardwoods</Tech>
		<Tech column='1' page='5' row='0'>MapucheWoodcrafting</Tech>
		<Tech column='2' page='2' row='0'>MapucheIronmonger</Tech>
		<Tech column='2' page='4' row='0'>MapucheSilversmith</Tech>
		<Tech column='2' page='5' row='0'>MapucheRoyalMint</Tech>
		<Tech column='3' page='2' row='0'>MapucheFurrier</Tech>
		<Tech column='3' page='4' row='0'>MapucheGrainMarket</Tech>
		<Tech column='3' page='5' row='0'>MapucheRefrigeration</Tech>
		<Tech column='4' page='2' row='0'>MapucheEarthBounty</Tech>
		<Tech column='4' page='4' row='0'>MapucheMedicine</Tech>
		<Tech column='4' page='5' row='0'>MapucheAdMapu</Tech>
		<Tech column='5' page='2' row='0'>MapucheMachitun</Tech>
		<Tech column='5' page='4' row='0'>MapucheNguillatun</Tech>
		<Tech column='5' page='5' row='0'>MapucheLof</Tech>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>mapucheShaman.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.00000025</DamageBonus>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1930' name='MapucheWarrior'>
		<DBID>2608</DBID>
		<DisplayNameID>72073</DisplayNameID>
		<EditorNameID>72074</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\spc_nate_black.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>72075</RolloverTextID>
		<ShortRolloverTextID>72076</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>
		<Tech column='0' page='2' row='0'>MapucheMakanas1</Tech>
		<Tech column='0' page='4' row='0'>MapucheMakanas2</Tech>
		<Tech column='0' page='5' row='0'>MapucheMakanas3</Tech>
		<Tech column='1' page='2' row='0'>MapucheRenguis1</Tech>
		<Tech column='1' page='4' row='0'>MapucheRenguis2</Tech>
		<Tech column='1' page='5' row='0'>MapucheRenguis3</Tech>
		<Tech column='2' page='2' row='0'>MapucheDamage</Tech>
		<Tech column='2' page='4' row='0'>MapucheTralkas2</Tech>
		<Tech column='2' page='5' row='0'>MapucheTralkas3</Tech>
		<Tech column='3' page='2' row='0'>MapucheHitPoints</Tech>
		<Tech column='3' page='4' row='0'>MapucheCannons2</Tech>
		<Tech column='3' page='5' row='0'>MapucheCannons3</Tech>
		<Tech column='4' page='2' row='0'>MapucheCombat</Tech>
		<Tech column='4' page='4' row='0'>MapucheYabas2</Tech>
		<Tech column='4' page='5' row='0'>MapucheYabas3</Tech>
		<Tech column='5' page='2' row='0'>MapucheWitrahues1</Tech>
		<Tech column='5' page='4' row='0'>MapucheWitrahues2</Tech>
		<Tech column='5' page='5' row='0'>MapucheWitrahues3</Tech>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>nathaniel.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MusketAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1931' name='MapucheMessenger'>
		<DBID>2609</DBID>
		<DisplayNameID>72077</DisplayNameID>
		<EditorNameID>72078</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\mensajero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>units\spc\kanyenke\kanyenke_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>units\spc\kanyenke\Kanyenke_igc_Icon</PortraitIcon>
		<RolloverTextID>72079</RolloverTextID>
		<ShortRolloverTextID>72080</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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>
		<Tech column='0' page='2' row='0'>MapucheShipFishingBoats</Tech>
		<Tech column='0' page='4' row='0'>MapucheShipCanoes</Tech>
		<Tech column='0' page='5' row='0'>MapucheShipWarCanoes</Tech>
		<Tech column='1' page='2' row='0'>MapucheAdmirality</Tech>
		<Tech column='1' page='4' row='0'>MapucheBirchbarkTeam</Tech>
		<Tech column='1' page='5' row='0'>MapucheNavalCombat</Tech>
		<Tech column='2' page='2' row='0'>MapucheChileanAllies1</Tech>
		<Tech column='2' page='4' row='0'>MapucheTreatyofQuilin</Tech>
		<Tech column='2' page='5' row='0'>MapucheChileanAllies2</Tech>
		<Tech column='3' page='2' row='0'>MapucheArgentineanAllies1</Tech>
		<Tech column='3' page='4' row='0'>MapucheButalmapu</Tech>
		<Tech column='3' page='5' row='0'>MapucheArgentineanAllies2</Tech>
		<Tech column='4' page='2' row='0'>MapucheHuillimapuSupport</Tech>
		<Tech column='4' page='4' row='0'>MapucheLafkenmapuSupport</Tech>
		<Tech column='4' page='5' row='0'>MapuchePuelmapuSupport</Tech>
		<Tech column='5' page='2' row='0'>MapuchePiremapuSupport</Tech>
		<Tech column='5' page='4' row='0'>MapucheLelfunMapuSupport</Tech>
		<Tech column='5' page='5' row='0'>MapuchePicunMapuSupport</Tech>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Tactics>morgan.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1932' name='Mapuchemine'>
		<DBID>2610</DBID>
		<DisplayNameID>72081</DisplayNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Spy\spymine.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<RolloverTextID>72082</RolloverTextID>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>art\War of the Triple Alliance\Icons\spypowermine</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimapmine</MinimapIcon>
		<PortraitIcon>art\War of the Triple Alliance\Icons\spypowermine</PortraitIcon>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</MaxHitpoints>
		<LOS>5.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>0.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NoHPBar</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoFadeOnDeath</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>VisibleOwnerOnly</Flag>
		<Tactics>spymine.tactics</Tactics>
		<ProtoAction>
			<Name>MineBlow</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MineBlow2</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MineBlow3</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.100000</ROF>
			<DamageCap>2000.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.10000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<!-- Unit id='1933' name='Legion'>
		<DBID>2611</DBID>
		<DisplayNameID>72083</DisplayNameID>
		<EditorNameID>72084</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\legion_peruana\legion_peruana.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\legion_peruana_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\legion_peruana_BIG</PortraitIcon>
		<RolloverTextID>72085</RolloverTextID>
		<ShortRolloverTextID>72086</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit -->
	<Unit id='1934' name='MercLanceiroNegro'>
		<DBID>2612</DBID>
		<DisplayNameID>72087</DisplayNameID>
		<EditorNameID>72088</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Lanceiro Negro\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\lanceiro negro_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\lanceiro negro_big</PortraitIcon>
		<RolloverTextID>72089</RolloverTextID>
		<ShortRolloverTextID>72090</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1935' name='AURAmazon'>
		<DBID>2613</DBID>
		<DisplayNameID>72091</DisplayNameID>
		<EditorNameID>72092</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<SubCiv>AURCattle</SubCiv>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Amazon\amazon.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\dahomey amazon_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\dahomey amazon_big</PortraitIcon>
		<RolloverTextID>72093</RolloverTextID>
		<ShortRolloverTextID>72094</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Flag>CanAutoHeal</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1936' name='NABushranger'>
		<DBID>2614</DBID>
		<DisplayNameID>72095</DisplayNameID>
		<EditorNameID>72096</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\bushranger\bushranger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\bushranger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\bushranger_portrait</PortraitIcon>
		<RolloverTextID>72097</RolloverTextID>
		<ShortRolloverTextID>72098</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>37.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1937' name='NAHeadhunter'>
		<DBID>2615</DBID>
		<DisplayNameID>72099</DisplayNameID>
		<EditorNameID>72100</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\headhunter\headhunter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Headhunter_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Headhunter_Big</PortraitIcon>
		<RolloverTextID>72101</RolloverTextID>
		<ShortRolloverTextID>72102</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1938' name='NARumCorps'>
		<DBID>2616</DBID>
		<DisplayNameID>72103</DisplayNameID>
		<EditorNameID>72104</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\rum_corps\rum_corps.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Rum Corpsman_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Rum Corpsman_Big</PortraitIcon>
		<RolloverTextID>72105</RolloverTextID>
		<ShortRolloverTextID>72106</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>54.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1939' name='NATupara'>
		<DBID>2617</DBID>
		<DisplayNameID>72107</DisplayNameID>
		<EditorNameID>72108</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\tupara\tupara.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\tupara_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\tupara_BIG</PortraitIcon>
		<RolloverTextID>72109</RolloverTextID>
		<ShortRolloverTextID>72110</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>Stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1940' name='NAAutocannon'>
		<DBID>2618</DBID>
		<DisplayNameID>72111</DisplayNameID>
		<EditorNameID>72112</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\pom_pom\pom_pom.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Australia\Pom-Pom_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Pom-Pom_Big</PortraitIcon>
		<RolloverTextID>72113</RolloverTextID>
		<ShortRolloverTextID>72114</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>AFRICANrevolvingcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>0.100000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1941' name='NABlackTracker'>
		<DBID>2619</DBID>
		<DisplayNameID>72115</DisplayNameID>
		<EditorNameID>72116</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\black_tracker\black_tracker.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Black Tracker_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Black Tracker_Big</PortraitIcon>
		<RolloverTextID>72117</RolloverTextID>
		<ShortRolloverTextID>72118</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>stealthrifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1942' name='WalerHorse'>
		<DBID>2620</DBID>
		<DisplayNameID>72119</DisplayNameID>
		<EditorNameID>72120</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\waler_horse\waler_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\waler_horse_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\waler_horse_BIG</PortraitIcon>
		<RolloverTextID>72121</RolloverTextID>
		<ShortRolloverTextID>72122</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>47.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>4</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1943' name='NativePolice'>
		<DBID>2621</DBID>
		<DisplayNameID>72123</DisplayNameID>
		<EditorNameID>72124</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\native_police\native_police_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Native Police_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Native Police_Big</PortraitIcon>
		<RolloverTextID>72125</RolloverTextID>
		<ShortRolloverTextID>72126</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<Cost resourcetype='Food'>150.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1944' name='Gnu'>
		<DBID>2622</DBID>
		<DisplayNameID>72129</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Wildabeest\wildabeest.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Wildabeest\gnu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Wildabeest\gnu_portrait</PortraitIcon>
		<RolloverTextID>72128</RolloverTextID>
		<ShortRolloverTextID>72127</ShortRolloverTextID>
		<InitialHitpoints>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1945' name='Antelope'>
		<DBID>2623</DBID>
		<DisplayNameID>72132</DisplayNameID>
		<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\animals\deer\deer.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\deer\deer_icon_64x64</Icon>
		<PortraitIcon>units\animals\deer\deer_portrait</PortraitIcon>
		<RolloverTextID>72131</RolloverTextID>
		<ShortRolloverTextID>72130</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='1947' name='Gazelle'>
		<DBID>2625</DBID>
		<DisplayNameID>72138</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>72137</RolloverTextID>
		<ShortRolloverTextID>72136</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1948' name='Zebra'>
		<DBID>2626</DBID>
		<DisplayNameID>72141</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\zebra\zebra.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Zebra</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Zebra_Big</PortraitIcon>
		<RolloverTextID>72140</RolloverTextID>
		<ShortRolloverTextID>72139</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1949' name='Lizard'>
		<DBID>2627</DBID>
		<DisplayNameID>72144</DisplayNameID>
		<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\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>72143</RolloverTextID>
		<ShortRolloverTextID>72142</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1952' name='Hyena'>
		<DBID>2630</DBID>
		<DisplayNameID>72151</DisplayNameID>
		<EditorNameID>72152</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\hyena\hyena.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Hyena</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Hyena_Big</PortraitIcon>
		<RolloverTextID>72153</RolloverTextID>
		<ShortRolloverTextID>72154</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1953' name='Chimpanzee'>
		<DBID>2631</DBID>
		<DisplayNameID>72155</DisplayNameID>
		<EditorNameID>72156</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>War of the Triple Alliance\Units\Animals\chimp\chimp.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\chimp\chimp_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\chimp\chimp_icon_portrait</PortraitIcon>
		<RolloverTextID>72157</RolloverTextID>
		<ShortRolloverTextID>72158</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='1954' name='Crocodile'>
		<DBID>2632</DBID>
		<DisplayNameID>72159</DisplayNameID>
		<EditorNameID>72160</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\alligator\alligator_land.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\alligator\alligator_icon_64x64</Icon>
		<PortraitIcon>units\animals\alligator\alligator_portrait</PortraitIcon>
		<RolloverTextID>72161</RolloverTextID>
		<ShortRolloverTextID>72162</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1956' name='Jackal'>
		<DBID>2634</DBID>
		<DisplayNameID>72167</DisplayNameID>
		<EditorNameID>72168</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Jackal</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Jackal_Big</PortraitIcon>
		<RolloverTextID>72169</RolloverTextID>
		<ShortRolloverTextID>72170</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1957' name='Cheetah'>
		<DBID>2635</DBID>
		<DisplayNameID>72171</DisplayNameID>
		<EditorNameID>72172</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>14.0000</MaxVelocity>
		<MaxRunVelocity>14.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Cheetah\cheetah.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Cheetah\cheetah_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Cheetah\cheetah_icon_portrait</PortraitIcon>
		<RolloverTextID>72173</RolloverTextID>
		<ShortRolloverTextID>72174</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1958' name='Leopard'>
		<DBID>2636</DBID>
		<DisplayNameID>72175</DisplayNameID>
		<EditorNameID>72176</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\leopard\leopard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\leopard\leopard_portrait</PortraitIcon>
		<RolloverTextID>72177</RolloverTextID>
		<ShortRolloverTextID>72178</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</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>13.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1959' name='Camel'>
		<DBID>2637</DBID>
		<DisplayNameID>72181</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Delta\African Animals\camel\camel.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\camel\camel_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\camel\camel_portrait</PortraitIcon>
		<RolloverTextID>72180</RolloverTextID>
		<ShortRolloverTextID>72179</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1961' name='WOLMercPatangpuluhan'>
		<DBID>2639</DBID>
		<DisplayNameID>72186</DisplayNameID>
		<EditorNameID>72187</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Javanese\patangpuluh.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\patangpuluhan_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\patangpuluhan_portrait</PortraitIcon>
		<RolloverTextID>72188</RolloverTextID>
		<ShortRolloverTextID>72189</ShortRolloverTextID>
		<InitialHitpoints>620.0000</InitialHitpoints>
		<MaxHitpoints>620.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>42.0000</Bounty>
		<BuildBounty>42.0000</BuildBounty>
		<Cost resourcetype='Gold'>420.0000</Cost>
		<ScoreValue>42.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1962' name='AURCattle'>
		<DBID>2640</DBID>
		<DisplayNameID>72190</DisplayNameID>
		<SubCiv>AURCattle</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\cattle</PortraitIcon>
		<RolloverTextID>72191</RolloverTextID>
		<ShortRolloverTextID>72192</ShortRolloverTextID>
		<LOS>0.0000</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='1963' name='AURManioc'>
		<DBID>2641</DBID>
		<DisplayNameID>72193</DisplayNameID>
		<SubCiv>AURManioc</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\manioc</PortraitIcon>
		<RolloverTextID>72194</RolloverTextID>
		<ShortRolloverTextID>72195</ShortRolloverTextID>
		<LOS>0.0000</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='1964' name='AURCocoa'>
		<DBID>2642</DBID>
		<DisplayNameID>72196</DisplayNameID>
		<SubCiv>AURCocoa</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\cocoa</PortraitIcon>
		<RolloverTextID>72197</RolloverTextID>
		<ShortRolloverTextID>72198</ShortRolloverTextID>
		<LOS>0.0000</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='1965' name='AURSalt'>
		<DBID>2643</DBID>
		<DisplayNameID>72199</DisplayNameID>
		<SubCiv>AURSalt</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\salt</PortraitIcon>
		<RolloverTextID>72200</RolloverTextID>
		<ShortRolloverTextID>72201</ShortRolloverTextID>
		<LOS>0.0000</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='1966' name='AURCoffee'>
		<DBID>2644</DBID>
		<DisplayNameID>72202</DisplayNameID>
		<SubCiv>AURCoffee</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\coffee</PortraitIcon>
		<RolloverTextID>72203</RolloverTextID>
		<ShortRolloverTextID>72204</ShortRolloverTextID>
		<LOS>0.0000</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='1967' name='AURVanilla'>
		<DBID>2645</DBID>
		<DisplayNameID>72205</DisplayNameID>
		<SubCiv>AURVanilla</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\vanilla</PortraitIcon>
		<RolloverTextID>72206</RolloverTextID>
		<ShortRolloverTextID>72207</ShortRolloverTextID>
		<LOS>0.0000</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='1968' name='AURTimber'>
		<DBID>2646</DBID>
		<DisplayNameID>72208</DisplayNameID>
		<SubCiv>AURTimber</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\ebony</PortraitIcon>
		<RolloverTextID>72209</RolloverTextID>
		<ShortRolloverTextID>72210</ShortRolloverTextID>
		<LOS>0.0000</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='1969' name='AURRubber'>
		<DBID>2647</DBID>
		<DisplayNameID>72211</DisplayNameID>
		<SubCiv>AURRubber</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\rubber</PortraitIcon>
		<RolloverTextID>72212</RolloverTextID>
		<ShortRolloverTextID>72213</ShortRolloverTextID>
		<LOS>0.0000</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='1970' name='AURIvory'>
		<DBID>2648</DBID>
		<DisplayNameID>72214</DisplayNameID>
		<SubCiv>AURIvory</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\ivory</PortraitIcon>
		<RolloverTextID>72215</RolloverTextID>
		<ShortRolloverTextID>72216</ShortRolloverTextID>
		<LOS>0.0000</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='1971' name='AURTextiles'>
		<DBID>2649</DBID>
		<DisplayNameID>72217</DisplayNameID>
		<SubCiv>AURTextiles</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\textiles</PortraitIcon>
		<RolloverTextID>72218</RolloverTextID>
		<ShortRolloverTextID>72219</ShortRolloverTextID>
		<LOS>0.0000</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='1972' name='AURPalmOil'>
		<DBID>2650</DBID>
		<DisplayNameID>72220</DisplayNameID>
		<SubCiv>AURPalmOil</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\palmoil</PortraitIcon>
		<RolloverTextID>72221</RolloverTextID>
		<ShortRolloverTextID>72222</ShortRolloverTextID>
		<LOS>0.0000</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='1973' name='AURGold'>
		<DBID>2651</DBID>
		<DisplayNameID>72223</DisplayNameID>
		<SubCiv>AURGold</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\gold</PortraitIcon>
		<RolloverTextID>72224</RolloverTextID>
		<ShortRolloverTextID>72225</ShortRolloverTextID>
		<LOS>0.0000</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='1974' name='AURDiamonds'>
		<DBID>2652</DBID>
		<DisplayNameID>72226</DisplayNameID>
		<SubCiv>AURDiamonds</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\diamonds</PortraitIcon>
		<RolloverTextID>72227</RolloverTextID>
		<ShortRolloverTextID>72228</ShortRolloverTextID>
		<LOS>0.0000</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='1975' name='AURTreasures'>
		<DBID>2653</DBID>
		<DisplayNameID>72229</DisplayNameID>
		<SubCiv>AURTreasures</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\treasures</PortraitIcon>
		<RolloverTextID>72230</RolloverTextID>
		<ShortRolloverTextID>72231</ShortRolloverTextID>
		<LOS>0.0000</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='1976' name='AUROil'>
		<DBID>2654</DBID>
		<DisplayNameID>72232</DisplayNameID>
		<SubCiv>AUROil</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\oil</PortraitIcon>
		<RolloverTextID>72233</RolloverTextID>
		<ShortRolloverTextID>72234</ShortRolloverTextID>
		<LOS>0.0000</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='1977' name='AURFigurines'>
		<DBID>2655</DBID>
		<DisplayNameID>72235</DisplayNameID>
		<SubCiv>AURFigurines</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\statuettes</PortraitIcon>
		<RolloverTextID>72236</RolloverTextID>
		<ShortRolloverTextID>72237</ShortRolloverTextID>
		<LOS>0.0000</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='1978' name='AURLiterature'>
		<DBID>2656</DBID>
		<DisplayNameID>72238</DisplayNameID>
		<SubCiv>AURLiterature</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\papyrus</PortraitIcon>
		<RolloverTextID>72239</RolloverTextID>
		<ShortRolloverTextID>72240</ShortRolloverTextID>
		<LOS>0.0000</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='1979' name='AURSlaves'>
		<DBID>2657</DBID>
		<DisplayNameID>72241</DisplayNameID>
		<SubCiv>AURSlaves</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\slaves</PortraitIcon>
		<RolloverTextID>72242</RolloverTextID>
		<ShortRolloverTextID>72243</ShortRolloverTextID>
		<LOS>0.0000</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='1980' name='AURIncense'>
		<DBID>2658</DBID>
		<DisplayNameID>72244</DisplayNameID>
		<SubCiv>AURIncense</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\incense</PortraitIcon>
		<RolloverTextID>72245</RolloverTextID>
		<ShortRolloverTextID>72246</ShortRolloverTextID>
		<LOS>0.0000</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='1981' name='AURSilk'>
		<DBID>2659</DBID>
		<DisplayNameID>72247</DisplayNameID>
		<SubCiv>AURSilk</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\silk</PortraitIcon>
		<RolloverTextID>72248</RolloverTextID>
		<ShortRolloverTextID>72249</ShortRolloverTextID>
		<LOS>0.0000</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='1982' name='AURGems'>
		<DBID>2660</DBID>
		<DisplayNameID>72250</DisplayNameID>
		<SubCiv>AURGems</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\AURs\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\aurs\portraits\gems</PortraitIcon>
		<RolloverTextID>72251</RolloverTextID>
		<ShortRolloverTextID>72252</ShortRolloverTextID>
		<LOS>0.0000</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='1983' name='africanPalace'>
		<DBID>2661</DBID>
		<DisplayNameID>72253</DisplayNameID>
		<ObstructionRadiusX>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\palace\palace.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\palacebig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\palace</Icon>
		<RolloverTextID>72254</RolloverTextID>
		<ShortRolloverTextID>72255</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>280.0000</Bounty>
		<BuildBounty>140.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<Cost resourcetype='Trade'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='0' page='0' row='0'>AFRICANmehalsefari</Train>
		<Train column='0' page='0' row='0'>AFRICANmamluk</Train>
		<Train column='2' page='0' row='0'>AFRICANsebastopol</Train>
		<Train column='1' page='0' row='0'>AFRICANmountaingun</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHmehalsefarigun</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHmamlukattack</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHmamlukhp</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHmehalsefarihp</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp2</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers2</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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1984' name='africanBazaar'>
		<DBID>2662</DBID>
		<DisplayNameID>72256</DisplayNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\bazaar\bazaar.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\bazaarbig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\bazaar</Icon>
		<RolloverTextID>72257</RolloverTextID>
		<ShortRolloverTextID>72258</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='0' page='0' row='0'>africanbazaartent</Train>
		<Train column='1' page='0' row='0'>AfricanTradesman</Train>
		<Train column='2' page='0' row='0'>ypConsulateBestieros</Train>
		<Train column='3' page='0' row='0'>ConsulateBengalSepoy</Train>
		<Train column='4' page='0' row='0'>ypConsulateSiberianCossack</Train>
		<Train column='5' page='0' row='0'>ConsulatePapalGuard</Train>
		<Train column='2' page='0' row='0'>ypConsulateTercio</Train>
		<Train column='3' page='0' row='0'>ypConsulateTufanciCorps</Train>
		<Train column='4' page='0' row='0'>ConsulateArmatolos</Train>
		<Train column='5' page='0' row='0'>ypConsulateGendarmes</Train>
		<Train column='2' page='0' row='0'>ypConsulateRedcoat</Train>
		<Train column='3' page='0' row='0'>ypConsulateCarabineer</Train>
		<Train column='4' page='0' row='0'>WOLConsulateKommando</Train>
		<Train column='5' page='0' row='0'>ypConsulateCzapakaUhlan</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtraderattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtraderattack2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHtraderhealth1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHtraderhealth2</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 column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>africanBazaar.tactics</Tactics>
		<ProtoAction>
			<Name>PianoXPTrickle</Name>
			<Rate type='XP'>1.50000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1985' name='africanLibrary'>
		<DBID>2663</DBID>
		<DisplayNameID>72259</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\library\library.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\librarybig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\library</Icon>
		<RolloverTextID>72260</RolloverTextID>
		<ShortRolloverTextID>72261</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='0' page='1' row='0'>AFRICANageupRED1ethiopia</Tech>
		<Tech column='1' page='1' row='0'>AFRICANageupRED2ethiopia</Tech>
		<Tech column='2' page='1' row='0'>AFRICANageupRED3ethiopia</Tech>
		<Tech column='3' page='1' row='0'>AFRICANageupRED4ethiopia</Tech>
		<Tech column='4' page='1' row='0'>AFRICANageupRED5ethiopia</Tech>
		<Tech column='5' page='1' row='0'>AFRICANageupRED6ethiopia</Tech>
		<Tech column='0' page='2' row='0'>AFRICANageupYELLOW1ethiopia</Tech>
		<Tech column='1' page='2' row='0'>AFRICANageupYELLOW2ethiopia</Tech>
		<Tech column='2' page='2' row='0'>AFRICANageupYELLOW3ethiopia</Tech>
		<Tech column='3' page='2' row='0'>AFRICANageupYELLOW4ethiopia</Tech>
		<Tech column='4' page='2' row='0'>AFRICANageupYELLOW5ethiopia</Tech>
		<Tech column='5' page='2' row='0'>AFRICANageupYELLOW6ethiopia</Tech>
		<Tech column='0' page='3' row='0'>AFRICANageupBLUE1ethiopia</Tech>
		<Tech column='1' page='3' row='0'>AFRICANageupBLUE2ethiopia</Tech>
		<Tech column='2' page='3' row='0'>AFRICANageupBLUE3ethiopia</Tech>
		<Tech column='3' page='3' row='0'>AFRICANageupBLUE4ethiopia</Tech>
		<Tech column='4' page='3' row='0'>AFRICANageupBLUE5ethiopia</Tech>
		<Tech column='5' page='3' row='0'>AFRICANageupBLUE6ethiopia</Tech>
		<Tech column='0' page='1' row='0'>AFRICANageupRED1zulu</Tech>
		<Tech column='1' page='1' row='0'>AFRICANageupRED2zulu</Tech>
		<Tech column='2' page='1' row='0'>AFRICANageupRED3zulu</Tech>
		<Tech column='3' page='1' row='0'>AFRICANageupRED4zulu</Tech>
		<Tech column='4' page='1' row='0'>AFRICANageupRED5zulu</Tech>
		<Tech column='5' page='1' row='0'>AFRICANageupRED6zulu</Tech>
		<Tech column='0' page='2' row='0'>AFRICANageupYELLOW1zulu</Tech>
		<Tech column='1' page='2' row='0'>AFRICANageupYELLOW2zulu</Tech>
		<Tech column='2' page='2' row='0'>AFRICANageupYELLOW3zulu</Tech>
		<Tech column='3' page='2' row='0'>AFRICANageupYELLOW4zulu</Tech>
		<Tech column='4' page='2' row='0'>AFRICANageupYELLOW5zulu</Tech>
		<Tech column='5' page='2' row='0'>AFRICANageupYELLOW6zulu</Tech>
		<Tech column='0' page='3' row='0'>AFRICANageupBLUE1zulu</Tech>
		<Tech column='1' page='3' row='0'>AFRICANageupBLUE2zulu</Tech>
		<Tech column='2' page='3' row='0'>AFRICANageupBLUE3zulu</Tech>
		<Tech column='3' page='3' row='0'>AFRICANageupBLUE4zulu</Tech>
		<Tech column='4' page='3' row='0'>AFRICANageupBLUE5zulu</Tech>
		<Tech column='5' page='3' row='0'>AFRICANageupBLUE6zulu</Tech>
		<Tech column='0' page='1' row='0'>AFRICANageupRED1egyptian</Tech>
		<Tech column='1' page='1' row='0'>AFRICANageupRED2egyptian</Tech>
		<Tech column='2' page='1' row='0'>AFRICANageupRED3egyptian</Tech>
		<Tech column='3' page='1' row='0'>AFRICANageupRED4egyptian</Tech>
		<Tech column='4' page='1' row='0'>AFRICANageupRED5egyptian</Tech>
		<Tech column='5' page='1' row='0'>AFRICANageupRED6egyptian</Tech>
		<Tech column='0' page='2' row='0'>AFRICANageupYELLOW1egyptian</Tech>
		<Tech column='1' page='2' row='0'>AFRICANageupYELLOW2egyptian</Tech>
		<Tech column='2' page='2' row='0'>AFRICANageupYELLOW3egyptian</Tech>
		<Tech column='3' page='2' row='0'>AFRICANageupYELLOW4egyptian</Tech>
		<Tech column='4' page='2' row='0'>AFRICANageupYELLOW5egyptian</Tech>
		<Tech column='5' page='2' row='0'>AFRICANageupYELLOW6egyptian</Tech>
		<Tech column='0' page='3' row='0'>AFRICANageupBLUE1egyptian</Tech>
		<Tech column='1' page='3' row='0'>AFRICANageupBLUE2egyptian</Tech>
		<Tech column='2' page='3' row='0'>AFRICANageupBLUE3egyptian</Tech>
		<Tech column='3' page='3' row='0'>AFRICANageupBLUE4egyptian</Tech>
		<Tech column='4' page='3' row='0'>AFRICANageupBLUE5egyptian</Tech>
		<Tech column='5' page='3' row='0'>AFRICANageupBLUE6egyptian</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>consulate.tactics</Tactics>
		<ProtoAction>
			<Name>PianoXPTrickle</Name>
			<Rate type='XP'>1.50000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1986' name='africanLot'>
		<DBID>2664</DBID>
		<DisplayNameID>72262</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\lot\lot.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>africanlot.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\lotbig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\lot</Icon>
		<RolloverTextID>72263</RolloverTextID>
		<ShortRolloverTextID>72264</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>1</GathererLimit>
		<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>Mill</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Building</UnitType>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>NonSolid</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>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>mill.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.200000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1987' name='africanGarrison'>
		<DBID>2665</DBID>
		<DisplayNameID>72265</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\garrison\garrison.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\barracks1big</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\barracks1</Icon>
		<RolloverTextID>72266</RolloverTextID>
		<ShortRolloverTextID>72267</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>AFRICANbowman</Train>
		<Train column='1' page='0' row='0'>AFRICANassegai</Train>
		<Train column='2' page='0' row='0'>AFRICANfellah</Train>
		<Train column='2' page='0' row='0'>AFRICANdimoftar</Train>
		<Train column='3' page='0' row='0'>AFRICANcamelrider</Train>
		<Train column='4' page='0' row='0'>AFRICANincendiary</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar3</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHincendiary</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban3</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield3</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield3</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing3</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram2</Tech>
		<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>
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1988' name='HouseAfrican'>
		<DBID>2666</DBID>
		<DisplayNameID>72268</DisplayNameID>
		<EditorNameID>72269</EditorNameID>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\house\house.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>72270</RolloverTextID>
		<ShortRolloverTextID>72271</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='0' page='2' row='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>
		<Tactics>houseafrica.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1989' name='africanHorseKraal'>
		<DBID>2667</DBID>
		<DisplayNameID>72272</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Colonial\kraal\horsekraal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\Buildings\corral_icon</Icon>
		<PortraitIcon>ui\Buildings\corral_portrait</PortraitIcon>
		<RolloverTextID>72273</RolloverTextID>
		<ShortRolloverTextID>72274</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Tech column='0' page='1' row='0'>AFRICANTECHsword1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHsword2</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform2</Tech>
		<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>
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1990' name='africanGunpowderKraal'>
		<DBID>2668</DBID>
		<DisplayNameID>72275</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Colonial\kraal\gunpowderkraal.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\artillery_depot\artillery_depot_icon</Icon>
		<PortraitIcon>buildings\artillery_depot\artillery_depot_portrait</PortraitIcon>
		<RolloverTextID>72276</RolloverTextID>
		<ShortRolloverTextID>72277</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Tech column='0' page='1' row='0'>AFRICANTECHrifle1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHrifle2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp2</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers2</Tech>
		<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>
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1991' name='AfricanIkhanda'>
		<DBID>2669</DBID>
		<DisplayNameID>72278</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<PopulationCapAddition>20</PopulationCapAddition>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\ikhanda\ikhanda.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\ikhandabig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\ikhanda</Icon>
		<RolloverTextID>72279</RolloverTextID>
		<ShortRolloverTextID>72280</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractFort</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear1zulu</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear2zulu</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear3zulu</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHclub1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHclub2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHclub3</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHincendiary</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield3</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram2</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 column='0' page='10'>Delete</Command>
		<Tactics>africanIkhanda.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>35.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>19.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1992' name='Atirador'>
		<DBID>2670</DBID>
		<DisplayNameID>72281</DisplayNameID>
		<EditorNameID>72282</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\atirador\atirador.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\atirador\atirador_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\atirador\atirador_portrait</PortraitIcon>
		<RolloverTextID>72283</RolloverTextID>
		<ShortRolloverTextID>72284</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>26.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>4.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1993' name='AfricanCantonment'>
		<DBID>2671</DBID>
		<DisplayNameID>72285</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\colonial\cantonment\cantonment.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\barracks2big</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\barracks2</Icon>
		<RolloverTextID>72286</RolloverTextID>
		<ShortRolloverTextID>72287</ShortRolloverTextID>
		<InitialHitpoints>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>AFRICANtigraylancer</Train>
		<Train column='0' page='0' row='0'>AFRICANnaffatun</Train>
		<Train column='1' page='0' row='0'>AFRICANaskari</Train>
		<Train column='2' page='0' row='0'>AFRICANescort</Train>
		<Train column='3' page='0' row='0'>AFRICANoromohorseman</Train>
		<Train column='3' page='0' row='0'>AFRICANmehariste</Train>
		<Train column='4' page='0' row='0'>AFRICANrevolvingcannon</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHlance1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHlance2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHgrenade1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHgrenade2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHrifle1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHrifle2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHsword1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHsword2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHpistol1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHpistol2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHhelmet1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHhelmet2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots1egyptian</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots2egyptian</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform2</Tech>
		<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>
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1994' name='africanQuarry'>
		<DBID>2672</DBID>
		<DisplayNameID>72288</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\colonial\quarry\quarry.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>72289</RolloverTextID>
		<ShortRolloverTextID>72290</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>1000.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>AfricanRock</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry3</Tech>
		<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>
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='1995' name='africanGranary'>
		<DBID>2673</DBID>
		<DisplayNameID>72291</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\colonial\granary\granary.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\granarybig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\granary</Icon>
		<RolloverTextID>72292</RolloverTextID>
		<ShortRolloverTextID>72293</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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>AbstractTypeHerdableMagnet</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 column='0' page='0' row='0'>ypgoat</Train>
		<Train column='0' page='0' row='0'>cow</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHpen1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHpen2</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>
		<Tactics>AFRICANgranary.tactics</Tactics>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
	</Unit>
	<Unit id='1996' name='Rabbit'>
		<DBID>2674</DBID>
		<DisplayNameID>72296</DisplayNameID>
		<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>War of the Triple Alliance\Units\Delta\Animals\rabbit\rabbit.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Rabbit</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Rabbit_Big</PortraitIcon>
		<RolloverTextID>72295</RolloverTextID>
		<ShortRolloverTextID>72294</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.2500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='444102' name='Boar'>
		<DBID>444102</DBID>
		<DisplayNameID>603743</DisplayNameID>
		<EditorNameID>72298</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>15.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Animals\boar\boar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\boar_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\boar_portrait</PortraitIcon>
		<RolloverTextID>72299</RolloverTextID>
		<ShortRolloverTextID>72300</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>10.0000</Bounty>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Guardian</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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1998' name='Ox'>
		<DBID>2676</DBID>
		<DisplayNameID>72301</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Delta\Animals\ox\ox.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Ox</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Ox_Big</PortraitIcon>
		<RolloverTextID>72302</RolloverTextID>
		<ShortRolloverTextID>72303</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<CarryCapacity resourcetype='Food'>500.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='ypVillage'>1.000000</Rate>
			<Rate type='YPLivestockPenAsian'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.00000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.00000</Rate>
			<Rate type='HuntingLodge'>0.500000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.140000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainCows</Name>
			<Rate type='Cow'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pasture</Name>
			<Rate type='Mill'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1999' name='Rat'>
		<DBID>2677</DBID>
		<DisplayNameID>72304</DisplayNameID>
		<EditorNameID>72305</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Delta\Animals\rat\rat.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Rat</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Rat_Big</PortraitIcon>
		<RolloverTextID>72306</RolloverTextID>
		<ShortRolloverTextID>72307</ShortRolloverTextID>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2000' name='Heron'>
		<DBID>2678</DBID>
		<DisplayNameID>72310</DisplayNameID>
		<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>War of the Triple Alliance\Units\Delta\Animals\Heron\Heron.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\deer\deer_icon_64x64</Icon>
		<PortraitIcon>units\animals\deer\deer_portrait</PortraitIcon>
		<RolloverTextID>72309</RolloverTextID>
		<ShortRolloverTextID>72308</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.2500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='2001' name='Goose'>
		<DBID>2679</DBID>
		<DisplayNameID>72311</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Delta\Animals\goose\goose.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Goose</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Goose_Big</PortraitIcon>
		<RolloverTextID>72312</RolloverTextID>
		<ShortRolloverTextID>72313</ShortRolloverTextID>
		<InitialHitpoints>5.0000</InitialHitpoints>
		<MaxHitpoints>5.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<CarryCapacity resourcetype='Food'>150.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>10.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.300000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.090000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='ypVillage'>0.750000</Rate>
			<Rate type='YPLivestockPenAsian'>0.750000</Rate>
			<Rate type='AFRICANgranary'>1.000000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.000000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLCoop'>5.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GatherXP</Name>
			<Rate type='ypSacredField'>0.160000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.110000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainGoose</Name>
			<Rate type='Goose'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2002' name='Donkey'>
		<DBID>2680</DBID>
		<DisplayNameID>72314</DisplayNameID>
		<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>War of the Triple Alliance\Units\Delta\Animals\donkey\donkey.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\icons\hen_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\hen_portrait</PortraitIcon>
		<RolloverTextID>72315</RolloverTextID>
		<ShortRolloverTextID>72316</ShortRolloverTextID>
		<InitialHitpoints>5.0000</InitialHitpoints>
		<MaxHitpoints>5.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<CarryCapacity resourcetype='Food'>150.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>10.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<GathererLimit>4</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Herdable</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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>0.300000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>1.000000</Rate>
			<Rate type='Farm'>1.000000</Rate>
			<Rate type='WOLFarmIroquois'>1.000000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>1.000000</Rate>
			<Rate type='AFRICANgranary'>1.000000</Rate>
			<Rate type='EGYgranaryCARAVAN'>1.000000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MaintainHen</Name>
			<Rate type='Hen'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2003' name='EGYtowncenterCARAVAN'>
		<DBID>2681</DBID>
		<DisplayNameID>72317</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\towncenter\towncenter.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\town_center\towncenter_icon</Icon>
		<MinimapIcon>ui\minimap\towncenter</MinimapIcon>
		<PortraitIcon>buildings\town_center\towncenter_portrait</PortraitIcon>
		<RolloverTextID>72318</RolloverTextID>
		<ShortRolloverTextID>72319</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>240.0000</Bounty>
		<BuildBounty>240.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<BuildLimit>1</BuildLimit>
		<AllowedAge>1</AllowedAge>
		<MaxContained>50</MaxContained>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>egyptianvillager</Train>
		<Train column='2' page='0' row='0'>EGYlibraryCARAVAN</Train>
		<Train column='3' page='0' row='0'>EGYmarketCARAVAN</Train>
		<Train column='4' page='0' row='0'>EGYbarracks1CARAVAN</Train>
		<Train column='1' page='0' row='0'>EGYhouseCARAVAN</Train>
		<Train column='5' page='0' row='0'>EGYchurchCARAVAN</Train>
		<Tech column='11' page='0' row='0'>SpawnHarborship</Tech>
		<Tech column='12' page='0' row='0'>AFRICANTECHwheel1</Tech>
		<Tech column='12' page='0' row='0'>AFRICANTECHwheel2</Tech>
		<Train column='9' page='0' row='0'>EGYbarracks2CARAVAN</Train>
		<Train column='8' page='0' row='0'>EGYbazaarCARAVAN</Train>
		<Train column='7' page='0' row='0'>EGYquarryCARAVAN</Train>
		<Train column='6' page='0' row='0'>EGYgranaryCARAVAN</Train>
		<Train column='5' page='0' row='0'>EGYsafehouseCARAVAN</Train>
		<Train column='10' page='0' row='0'>EGYbarracks3CARAVAN</Train>
		<Tech column='13' page='0' row='0'>WOLFakeColonialAgeEgyptian</Tech>
		<Tech column='13' page='0' row='0'>WOLFakeFortressAgeEgyptian</Tech>
		<Tech column='13' page='0' row='0'>WOLFakeIndustrialAgeEgyptian</Tech>
		<Tech column='13' page='0' row='0'>WOLFakeImperialAgeEgyptian</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</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>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</Flag>
		<Contain>AbstractVillager</Contain>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='0'>BreakTreaty</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='4' page='10'>Delete</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='17' page='0'>YPSetDaimyoAsHCGatherPoint</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2004' name='EGYlibraryCARAVAN'>
		<DBID>2682</DBID>
		<DisplayNameID>72320</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\library\library.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\librarybig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\library</Icon>
		<RolloverTextID>72321</RolloverTextID>
		<ShortRolloverTextID>72322</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Tech column='0' page='1' row='0'>AFRICANageupRED1egyptian</Tech>
		<Tech column='1' page='1' row='0'>AFRICANageupRED2egyptian</Tech>
		<Tech column='2' page='1' row='0'>AFRICANageupRED3egyptian</Tech>
		<Tech column='3' page='1' row='0'>AFRICANageupRED4egyptian</Tech>
		<Tech column='4' page='1' row='0'>AFRICANageupRED5egyptian</Tech>
		<Tech column='5' page='1' row='0'>AFRICANageupRED6egyptian</Tech>
		<Tech column='0' page='2' row='0'>AFRICANageupYELLOW1egyptian</Tech>
		<Tech column='1' page='2' row='0'>AFRICANageupYELLOW2egyptian</Tech>
		<Tech column='2' page='2' row='0'>AFRICANageupYELLOW3egyptian</Tech>
		<Tech column='3' page='2' row='0'>AFRICANageupYELLOW4egyptian</Tech>
		<Tech column='4' page='2' row='0'>AFRICANageupYELLOW5egyptian</Tech>
		<Tech column='5' page='2' row='0'>AFRICANageupYELLOW6egyptian</Tech>
		<Tech column='0' page='3' row='0'>AFRICANageupBLUE1egyptian</Tech>
		<Tech column='1' page='3' row='0'>AFRICANageupBLUE2egyptian</Tech>
		<Tech column='2' page='3' row='0'>AFRICANageupBLUE3egyptian</Tech>
		<Tech column='3' page='3' row='0'>AFRICANageupBLUE4egyptian</Tech>
		<Tech column='4' page='3' row='0'>AFRICANageupBLUE5egyptian</Tech>
		<Tech column='5' page='3' row='0'>AFRICANageupBLUE6egyptian</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ColonyBuilding</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 column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2005' name='EGYmarketCARAVAN'>
		<DBID>2683</DBID>
		<DisplayNameID>72323</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\market\market.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>72324</RolloverTextID>
		<ShortRolloverTextID>72325</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHhunting3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHwood3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHcoin3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHvillagercombat1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHvillagercombat2</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHvillagerhealth1</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHvillagerhealth2</Tech>
		<Tech column='5' page='1' row='0'>AFRICANTECHmercantilism</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Delete</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2006' name='EGYbarracks1CARAVAN'>
		<DBID>2684</DBID>
		<DisplayNameID>72326</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\barracks1\barracks1.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\barracks1big</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\barracks1</Icon>
		<RolloverTextID>72327</RolloverTextID>
		<ShortRolloverTextID>72328</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>AFRICANbowman</Train>
		<Train column='1' page='0' row='0'>AFRICANassegai</Train>
		<Train column='2' page='0' row='0'>AFRICANfellah</Train>
		<Train column='2' page='0' row='0'>AFRICANdimoftar</Train>
		<Train column='3' page='0' row='0'>AFRICANcamelrider</Train>
		<Train column='4' page='0' row='0'>AFRICANincendiary</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHbow3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHspear3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHdagger3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHmusket3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHscimitar3</Tech>
		<Tech column='4' page='1' row='0'>AFRICANTECHincendiary</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHturban3</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHethiopianshield3</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHzulushield3</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHdesertclothing3</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHram2</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ColonyBuilding</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 column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2007' name='EGYharborshipCARAVAN'>
		<DBID>2685</DBID>
		<DisplayNameID>72329</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\harborship\harborship.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\dock\dock_icon</Icon>
		<PortraitIcon>buildings\dock\dock_portrait</PortraitIcon>
		<RolloverTextID>72330</RolloverTextID>
		<ShortRolloverTextID>72331</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<Tech column='2' page='0' row='2'>WINTERdock</Tech>
		<Train column='0' page='0' row='0'>FishingBoat</Train>
		<Train column='0' page='0' row='0'>ypFishingBoatAsian</Train>
		<Train column='0' page='0' row='0'>Pirogue</Train>
		<Train column='0' page='0' row='0'>WOLPirogueEgyptian</Train>
		<Train column='0' page='0' row='0'>ReedBoat</Train>
		<Train column='1' page='0' row='0'>Caravel</Train>
		<Train column='1' page='0' row='0'>Fireboat</Train>
		<Train column='1' page='0' row='0'>Gunboat</Train>
		<Train column='1' page='0' row='0'>Galley</Train>
		<Train column='2' page='0' row='0'>Galleon</Train>
		<Train column='2' page='0' row='0'>Corvette</Train>
		<Train column='2' page='0' row='0'>Steamboat</Train>
		<Train column='3' page='0' row='0'>Frigate</Train>
		<Train column='4' page='0' row='0'>Monitor</Train>
		<Train column='5' page='0' row='0'>SPCFireship</Train>
		<Train column='3' page='0' row='0'>NAtinclad</Train>
		<Train column='6' page='0' row='0'>PirateShip</Train>
		<Train column='5' page='0' row='0'>wottadreadnought</Train>
		<Train column='2' page='0' row='0'>Fluyt</Train>
		<Train column='6' page='0' row='0'>Canoe</Train>
		<Train column='6' page='0' row='0'>NATNao</Train>
		<Train column='7' page='0' row='0'>xpWarCanoe</Train>
		<Train column='8' page='0' row='0'>xpTlalocCanoe</Train>
		<Train column='6' page='0' row='0'>ypWokouJunk</Train>
		<Train column='6' page='0' row='0'>ypMarathanCatamaran</Train>
		<Tech column='3' page='1' row='0'>ImperialManOWar</Tech>
		<Tech column='0' page='1' row='0'>GillNets</Tech>
		<Tech column='0' page='1' row='0'>LongLines</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitors</Tech>
		<Tech column='0' page='2' row='0'>BigDockFlamingArrows</Tech>
		<Tech column='0' page='2' row='0'>BigDockRawhideCovers</Tech>
		<Tech column='0' page='2' row='0'>BigDockCipactli</Tech>
		<Tech column='0' page='2' row='0'>BigDockSeafaringVessels</Tech>
		<Tech column='1' page='1' row='0'>ArmorPlating</Tech>
		<Tech column='2' page='1' row='0'>Carronade</Tech>
		<Tech column='2' page='1' row='0'>PercussionLocks</Tech>
		<Tech column='6' page='1' row='0'>ShipHowitzers</Tech>
		<Tech column='4' page='1' row='0'>ImperialfrigatesLA</Tech>
		<Tech column='4' page='1' row='0'>ImperialfrigatesNA</Tech>
		<Tech column='4' page='1' row='0'>ImperialfrigatesNA2</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock01LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock02LA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock01NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock02NA</Tech>
		<Tech column='0' page='1' row='0'>WOTTAdock03NA</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitorsNA</Tech>
		<Tech column='4' page='1' row='0'>ImperialMonitorsNA2</Tech>
		<Tech column='3' page='1' row='0'>Imperialcorvettes</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense01LA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense01NA</Tech>
		<Tech column='1' page='1' row='0'>WOTTAdockdefense02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack01LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack02LA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack01NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack02NA</Tech>
		<Tech column='2' page='1' row='0'>WOTTAdockattack03NA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar01LA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar01NA</Tech>
		<Tech column='6' page='1' row='0'>WOTTAmortar02NA</Tech>
		<Train column='5' page='0' row='0'>IMscarletsails</Train>
		<Tech column='0' page='2' row='0'>NAtechAUSuniquetechcolonizers02</Tech>
		<Tech column='0' page='2' row='0'>NAtechAUSuniquetechcolonizers05</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDOCK04</Tech>
		<Train column='1' page='0' row='0'>africandhow</Train>
		<Train column='2' page='0' row='0'>africanxebec</Train>
		<Train column='3' page='0' row='0'>africanwindjammer</Train>
		<Train column='4' page='0' row='0'>africanbombketch</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHfishing3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHshipattack3</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHshiphitpoints3</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHshipspeed3</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>AbstractFishingBoat</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>
		<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>ypFishingBoatAsian</Contain>
		<Contain>FishingBoat</Contain>
		<Contain>xpWarCanoe</Contain>
		<Contain>xpTlalocCanoe</Contain>
		<Contain>Canoe</Contain>
		<Contain>Pirogue</Contain>
		<Contain>WOLPirogueEgyptian</Contain>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>AFRICANharborship.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='Ship'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2008' name='EGYhouseCARAVAN'>
		<DBID>2686</DBID>
		<DisplayNameID>72332</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\house\house.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANhouse</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANhousebig</PortraitIcon>
		<RolloverTextID>72333</RolloverTextID>
		<ShortRolloverTextID>72334</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANcaravanhouse.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2009' name='EGYchurchCARAVAN'>
		<DBID>2687</DBID>
		<DisplayNameID>72335</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\church\church.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>72336</RolloverTextID>
		<ShortRolloverTextID>72337</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<UnitType>Resource</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<BuildLimit>1</BuildLimit>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>Jesuit</Train>
		<Train column='0' page='0' row='0'>Missionary</Train>
		<Train column='0' page='0' row='0'>Priest</Train>
		<Train column='0' page='0' row='0'>Inquisitor</Train>
		<Tech column='2' page='0' row='2'>RELIGIONfaith01</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith02</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith03</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith04</Tech>
		<Tech column='1' page='0' row='2'>RELIGIONpriest01</Tech>
		<Tech column='1' page='0' row='2'>RELIGIONpriest02</Tech>
		<Tech column='1' page='0' row='2'>RELIGIONpriest03</Tech>
		<Tech column='1' page='0' row='2'>RELIGIONpriest04</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONatheism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONlutheran</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONbaptist</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONorthodox</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshamanism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONjudaism</Tech>
		<Tech column='3' page='1' row='0'>RELIGIONcandomble</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONanglican</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONislam</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcatholic</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONbuddhism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONtaoism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONanimism</Tech>
		<Tech column='3' page='1' row='0'>RELIGIONshinto</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONhinduism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcalvinism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONheliolatry</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONcatholic01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONcatholic02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONcatholic03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONcatholic04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONcatholic05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONcatholic06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONIslam01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONIslam02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONIslam03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONIslam04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONIslam05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONIslam06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAnglican01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAnglican02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAnglican03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAnglican04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAnglican05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAnglican06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONOrthodox01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONOrthodox02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONOrthodox04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONOrthodox05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONOrthodox06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONLutheran01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONLutheran02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONLutheran04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONLutheran05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONLutheran06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONJudaism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONJudaism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONJudaism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONJudaism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONJudaism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONJudaism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONShamanism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONShamanism04</Tech>
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		<Tech column='5' page='1' row='1'>RELIGIONShamanism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONCandomble01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONCandomble02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONCandomble04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONCandomble05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONCandomble06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
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		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONBaptist01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONBaptist02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONBaptist03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONBaptist04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONBaptist05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONBaptist06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONbuddhism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONbuddhism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONbuddhism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONbuddhism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONbuddhism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONbuddhism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONtaoism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONtaoism02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONtaoism04</Tech>
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		<Tech column='5' page='1' row='1'>RELIGIONtaoism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONanimism01</Tech>
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		<Tech column='2' page='1' row='1'>RELIGIONanimism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONanimism04</Tech>
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		<Tech column='5' page='1' row='1'>RELIGIONanimism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONshinto01</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONshinto04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONshinto05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONshinto06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONhinduism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONhinduism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONhinduism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONhinduism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONhinduism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONhinduism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONcalvinism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONcalvinism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONcalvinism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONcalvinism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONcalvinism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONcalvinism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONheliolatry01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONheliolatry02</Tech>
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		<Tech column='3' page='1' row='1'>RELIGIONheliolatry04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONheliolatry05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONheliolatry06</Tech>
		<Tech column='7' page='1' row='2'>CHURCHconstantinoplewalls</Tech>
		<Tech column='8' page='1' row='2'>Churchjustiniancode</Tech>
		<Tech column='9' page='1' row='2'>Churchiconoclasm</Tech>
		<Tech column='8' page='1' row='2'>ChurchGardeImperial1</Tech>
		<Tech column='7' page='1' row='2'>UniqueSPCGrandEncampment</Tech>
		<Tech column='8' page='1' row='2'>ChurchGardeImperial2</Tech>
		<Tech column='9' page='1' row='2'>ChurchZweihander</Tech>
		<Tech column='8' page='1' row='2'>ChurchQuatrefage</Tech>
		<Tech column='6' page='1' row='2'>UniqueSPCPatriots</Tech>
		<Tech column='7' page='1' row='2'>ChurchWesternization</Tech>
		<Tech column='7' page='1' row='2'>ChurchThinRedLine</Tech>
		<Tech column='9' page='1' row='2'>ChurchTowerAndSword</Tech>
		<Tech column='7' page='1' row='2'>ChurchTillysDiscipline</Tech>
		<Tech column='10' page='1' row='2'>ChurchTopcuCorps</Tech>
		<Tech column='9' page='1' row='2'>ChurchTufanciCorps</Tech>
		<Tech column='8' page='1' row='2'>ChurchBestieros</Tech>
		<Tech column='8' page='1' row='2'>ChurchKalmucks</Tech>
		<Tech column='7' page='1' row='2'>ChurchCoffeeTrade</Tech>
		<Tech column='9' page='1' row='2'>ChurchRogersRangers</Tech>
		<Tech column='9' page='1' row='2'>ChurchWildGeeseSpanish</Tech>
		<Tech column='7' page='1' row='2'>ChurchCodeNapoleon</Tech>
		<Tech column='8' page='1' row='2'>UniqueSPCCustomizedMercWeapons</Tech>
		<Tech column='7' page='1' row='2'>ChurchEconmediaManor</Tech>
		<Tech column='7' page='1' row='2'>ChurchPetrineReforms</Tech>
		<Tech column='9' page='1' row='2'>ChurchStadholders</Tech>
		<Tech column='8' page='1' row='2'>ChurchWallensteinsContracts</Tech>
		<Tech column='8' page='1' row='2'>ChurchWaardgelders</Tech>
		<Tech column='9' page='1' row='2'>ChurchBashkirPonies</Tech>
		<Tech column='7' page='1' row='2'>ChurchCorsolet</Tech>
		<Tech column='8' page='1' row='2'>ChurchGardeImperial3</Tech>
		<Tech column='8' page='1' row='2'>ChurchBlackWatch</Tech>
		<Tech column='6' page='1' row='2'>UniqueSPCCorsolet</Tech>
		<Tech column='8' page='1' row='2'>UniqueSPCHighCrusade</Tech>
		<Tech column='6' page='1' row='2'>UniqueSPCIndianFriendship</Tech>
		<Tech column='7' page='1' row='2'>UniqueSPCTaxBurden</Tech>
		<Tech column='6' page='1' row='2'>NAtechAUSuniquetechmaori05</Tech>
		<Tech column='7' page='1' row='2'>NAtechAUSuniquetechcolonizers08</Tech>
		<Tech column='7' page='1' row='0'>ChurchGalataTowerDistrict</Tech>
		<Tech column='7' page='1' row='0'>ChurchTopkapi</Tech>
		<Tech column='7' page='1' row='0'>ChurchTanzimat</Tech>
		<Tech column='6' page='1' row='0'>ChurchMilletSystem</Tech>
		<Tech column='6' page='1' row='0'>ChurchKopruluViziers</Tech>
		<Tech column='6' page='1' row='0'>ChurchAbbassidMarket</Tech>
		<Tech column='3' page='1' row='0'>ChurchSpacer01</Tech>
		<Tech column='4' page='1' row='0'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='0'>ChurchSpacer03</Tech>
		<Tech column='1' page='0' row='0'>ChurchSpacerPriest</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>StartsAtFullEfficiency</Flag>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomic</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2010' name='EGYquarryCARAVAN'>
		<DBID>2688</DBID>
		<DisplayNameID>72338</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\quarry\quarry.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>72339</RolloverTextID>
		<ShortRolloverTextID>72340</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>AfricanRock</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHquarry3</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2011' name='EGYgranaryCARAVAN'>
		<DBID>2689</DBID>
		<DisplayNameID>72341</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\granary\granary.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\granarybig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\granary</Icon>
		<RolloverTextID>72342</RolloverTextID>
		<ShortRolloverTextID>72343</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<ResourceSubType>grain</ResourceSubType>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<GathererLimit>10</GathererLimit>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>ypgoat</Train>
		<Train column='0' page='0' row='0'>cow</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHmill3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHpen1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHpen2</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomic</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2012' name='EGYbarracks2CARAVAN'>
		<DBID>2690</DBID>
		<DisplayNameID>72344</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\barracks2\barracks2.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\barracks2big</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\barracks2</Icon>
		<RolloverTextID>72345</RolloverTextID>
		<ShortRolloverTextID>72346</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>AFRICANtigraylancer</Train>
		<Train column='0' page='0' row='0'>AFRICANnaffatun</Train>
		<Train column='1' page='0' row='0'>AFRICANaskari</Train>
		<Train column='2' page='0' row='0'>AFRICANescort</Train>
		<Train column='3' page='0' row='0'>AFRICANoromohorseman</Train>
		<Train column='3' page='0' row='0'>AFRICANmehariste</Train>
		<Train column='4' page='0' row='0'>AFRICANrevolvingcannon</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHlance1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHlance2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHgrenade1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHgrenade2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHrifle1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHrifle2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHsword1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHsword2</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHpistol1</Tech>
		<Tech column='3' page='1' row='0'>AFRICANTECHpistol2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHhelmet1</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHhelmet2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots2</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots1egyptian</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHboots2egyptian</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHuniform2</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ColonyBuilding</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 column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2013' name='EGYbazaarCARAVAN'>
		<DBID>2691</DBID>
		<DisplayNameID>72347</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\bazaar\bazaar.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\bazaarbig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\bazaar</Icon>
		<RolloverTextID>72348</RolloverTextID>
		<ShortRolloverTextID>72349</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>africanbazaartent</Train>
		<Train column='1' page='0' row='0'>AfricanTradesman</Train>
		<Train column='2' page='0' row='0'>ypConsulateBestieros</Train>
		<Train column='3' page='0' row='0'>ConsulateBengalSepoy</Train>
		<Train column='4' page='0' row='0'>ypConsulateSiberianCossack</Train>
		<Train column='5' page='0' row='0'>ConsulatePapalGuard</Train>
		<Train column='2' page='0' row='0'>ypConsulateTercio</Train>
		<Train column='3' page='0' row='0'>ypConsulateTufanciCorps</Train>
		<Train column='4' page='0' row='0'>ConsulateArmatolos</Train>
		<Train column='5' page='0' row='0'>ypConsulateGendarmes</Train>
		<Train column='2' page='0' row='0'>ypConsulateRedcoat</Train>
		<Train column='3' page='0' row='0'>ypConsulateCarabineer</Train>
		<Train column='4' page='0' row='0'>WOLConsulateKommando</Train>
		<Train column='5' page='0' row='0'>ypConsulateCzapakaUhlan</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade1</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade2</Tech>
		<Tech column='0' page='1' row='0'>AFRICANTECHtrade3</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtraderattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtraderattack2</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHtraderhealth1</Tech>
		<Tech column='2' page='1' row='0'>AFRICANTECHtraderhealth2</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractWagon</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomic</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
		<ProtoAction>
			<Name>PianoXPTrickle</Name>
			<Rate type='XP'>1.50000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2014' name='EGYsafehouseCARAVAN'>
		<DBID>2692</DBID>
		<DisplayNameID>72350</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\safehouse\safehouse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\icons\safehouse</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\safehousebig</PortraitIcon>
		<RolloverTextID>72351</RolloverTextID>
		<ShortRolloverTextID>72352</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<Train column='0' page='0' row='0'>Xpspy</Train>
		<Tech column='0' page='1' row='1'>SPYagents</Tech>
		<Tech column='0' page='1' row='1'>SPYsecretagents</Tech>
		<Tech column='1' page='1' row='1'>SPYhandgun</Tech>
		<Tech column='1' page='1' row='1'>SPYringgun</Tech>
		<Tech column='1' page='1' row='1'>SPYdisguisedgun</Tech>
		<Tech column='2' page='1' row='1'>SPYspycoat</Tech>
		<Tech column='2' page='1' row='1'>SPYbulletproofvest</Tech>
		<Tech column='3' page='1' row='1'>SPYmagnifyingglass</Tech>
		<Tech column='0' page='1' row='2'>SPYdynamite</Tech>
		<Tech column='1' page='1' row='2'>SPYlandmine</Tech>
		<Tech column='1' page='1' row='2'>SPYadvancedlandmine</Tech>
		<Tech column='2' page='1' row='2'>SPYinfiltration</Tech>
		<Tech column='3' page='1' row='2'>spies</Tech>
		<Tech column='3' page='1' row='2'>spiesnative</Tech>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ColonyBuilding</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANcaravan.tactics</Tactics>
	</Unit>
	<Unit id='2015' name='EGYbarracks3CARAVAN'>
		<DBID>2693</DBID>
		<DisplayNameID>72353</DisplayNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>7.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\barracks3\barracks3.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\palacebig</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\african\palace</Icon>
		<RolloverTextID>72354</RolloverTextID>
		<ShortRolloverTextID>72355</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>80.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>280.0000</Bounty>
		<BuildBounty>140.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<Cost resourcetype='Trade'>200.0000</Cost>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Train column='0' page='0' row='0'>AFRICANmamluk</Train>
		<Train column='1' page='0' row='0'>AFRICANmountaingun</Train>
		<Tech column='0' page='1' row='0'>AFRICANTECHmamlukattack</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHcannonattack2</Tech>
		<Tech column='0' page='2' row='0'>AFRICANTECHmamlukhp</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp1</Tech>
		<Tech column='1' page='2' row='0'>AFRICANTECHcannonhp2</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers1</Tech>
		<Tech column='2' page='2' row='0'>AFRICANTECHlimbers2</Tech>
		<Armor type='Siege' value='0.6000' />
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>AbstractDaimyo</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</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>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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<!-- Tactics>AFRICANcaravan.tactics</Tactics -->
		<Tactics>africanPalaceCaravan.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2016' name='HouseInca'>
		<DBID>2694</DBID>
		<DisplayNameID>72356</DisplayNameID>
		<EditorNameID>72357</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Inca\house\houseinca.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>72358</RolloverTextID>
		<ShortRolloverTextID>72359</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='0' page='2' row='0'>WOTTAinfantry01LA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry02LA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry03LA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry04LA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry01LA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry02LA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03LA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04LA</Tech>
		<Tech column='4' page='4' row='0'>WOTTAcavalry05LA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery01LA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02LA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery03LA</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2017' name='AFRICANyouth'>
		<DBID>2695</DBID>
		<DisplayNameID>72360</DisplayNameID>
		<EditorNameID>72361</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\youth.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\africanyouth</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\africanyouthbig</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72362</RolloverTextID>
		<ShortRolloverTextID>72363</ShortRolloverTextID>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<PopulationCount>1</PopulationCount>
		<BuildLimit>2</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<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>
		<UnitType>AbstractVillager</UnitType>
		<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>
		<Train column='0' page='0' row='0'>AFRICANvillagerMATURING</Train>
		<Train column='12' page='0' row='0'>AFRICANmatriarchMATURING</Train>
		<Train column='1' page='0' row='0'>AFRICANtradesmanMATURING</Train>
		<Train column='4' page='0' row='0'>AFRICANibuthoMATURING</Train>
		<Train column='2' page='0' row='0'>AFRICANbowmanMATURING</Train>
		<Train column='3' page='0' row='0'>AFRICANassegaiMATURING</Train>
		<Train column='5' page='0' row='0'>AFRICANumpakatiMATURING</Train>
		<Train column='6' page='0' row='0'>AFRICANincendiaryMATURING</Train>
		<Train column='7' page='0' row='0'>AFRICANdoubleramMATURING</Train>
		<Train column='10' page='0' row='0'>AFRICANmountaingunMATURING</Train>
		<Train column='11' page='0' row='0'>AFRICANrevolvingcannonMATURING</Train>
		<Train column='8' page='0' row='0'>AFRICANaskariMATURING</Train>
		<Train column='9' page='0' row='0'>AFRICANescortMATURING</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANyouth.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='AFRICANvillagerMATURING'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2018' name='ICEROCK'>
		<DBID>2696</DBID>
		<DisplayNameID>72364</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Danish\Ice\ice.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='2019' name='Forestglow'>
		<DBID>2697</DBID>
		<DisplayNameID>72365</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\forestglow.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</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='2020' name='Giraffe'>
		<DBID>2698</DBID>
		<DisplayNameID>72368</DisplayNameID>
		<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>War of the Triple Alliance\Delta\nature\giraffe.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Giraffe</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Giraffe_Big</PortraitIcon>
		<RolloverTextID>72367</RolloverTextID>
		<ShortRolloverTextID>72366</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='2021' name='Gorilla'>
		<DBID>2699</DBID>
		<DisplayNameID>72371</DisplayNameID>
		<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>War of the Triple Alliance\Delta\nature\gorilla.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Gorilla</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Gorilla_Big</PortraitIcon>
		<RolloverTextID>72370</RolloverTextID>
		<ShortRolloverTextID>72369</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='2022' name='Penguin'>
		<DBID>2700</DBID>
		<DisplayNameID>72374</DisplayNameID>
		<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>War of the Triple Alliance\Delta\nature\penguin.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Penguin</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Penguin_Big</PortraitIcon>
		<RolloverTextID>72373</RolloverTextID>
		<ShortRolloverTextID>72372</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='2023' name='Tortoise'>
		<DBID>2701</DBID>
		<DisplayNameID>72377</DisplayNameID>
		<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>War of the Triple Alliance\Delta\nature\tortoise.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Tortoise</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Tortoise_Big</PortraitIcon>
		<RolloverTextID>72376</RolloverTextID>
		<ShortRolloverTextID>72375</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='2024' name='Hippo'>
		<DBID>2702</DBID>
		<DisplayNameID>72380</DisplayNameID>
		<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>War of the Triple Alliance\Delta\nature\hippo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Hippo</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Hippo_Big</PortraitIcon>
		<RolloverTextID>72379</RolloverTextID>
		<ShortRolloverTextID>72378</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>60.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>600.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='2025' name='AFRICANvillager'>
		<DBID>2703</DBID>
		<DisplayNameID>72381</DisplayNameID>
		<EditorNameID>72382</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\villager\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\african\africanvillager</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\africanvillagerbig</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72383</RolloverTextID>
		<ShortRolloverTextID>72384</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Market</Train>
		<Train column='0' page='6' row='0'>Houseafrican</Train>
		<Train column='0' page='6' row='0'>AFRICANikhanda</Train>
		<Train column='3' page='6' row='0'>africanlot</Train>
		<Train column='0' page='6' row='0'>africanlibrary</Train>
		<Train column='6' page='6' row='0'>africangranary</Train>
		<Train column='6' page='6' row='0'>africanquarry</Train>
		<Train column='5' page='6' row='0'>africantower</Train>
		<Train column='8' page='6' row='0'>africanbazaar</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>africanhorsekraal</Train>
		<Train column='11' page='6' row='0'>africangunpowderkraal</Train>
		<Train column='11' page='6' row='0'>africangarrison</Train>
		<Train column='12' page='6' row='0'>africancantonment</Train>
		<Train column='13' page='6' row='0'>africanpalace</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='15' page='6' row='0'>africancatapultbase</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='AFRICANbazaartent'>0.660000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2026' name='AFRICANxebec'>
		<DBID>2704</DBID>
		<DisplayNameID>72385</DisplayNameID>
		<EditorNameID>72386</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\africanships\xebec.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\galley\galley_icon_64x64</Icon>
		<PortraitIcon>units\naval\galley\galley_portrait</PortraitIcon>
		<RolloverTextID>72387</RolloverTextID>
		<ShortRolloverTextID>72388</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.6000' />
		<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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2027' name='AFRICANbombketch'>
		<DBID>2705</DBID>
		<DisplayNameID>72389</DisplayNameID>
		<EditorNameID>72390</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>72391</RolloverTextID>
		<ShortRolloverTextID>72392</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>2</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>bombardShip.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>36.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>160.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2028' name='AFRICANwindjammer'>
		<DBID>2706</DBID>
		<DisplayNameID>72393</DisplayNameID>
		<EditorNameID>72394</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>72395</RolloverTextID>
		<ShortRolloverTextID>72396</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>SHIPmelee</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2029' name='AFRICANdhow'>
		<DBID>2707</DBID>
		<DisplayNameID>72397</DisplayNameID>
		<EditorNameID>72398</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>72399</RolloverTextID>
		<ShortRolloverTextID>72400</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>caravel.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='AbstractWhale'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2030' name='AFRICANtradesman'>
		<DBID>2708</DBID>
		<DisplayNameID>72401</DisplayNameID>
		<EditorNameID>72402</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>1.0900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\tradesman\tradesman.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\african\tradesman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\tradesmanbig</PortraitIcon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<RolloverTextID>72403</RolloverTextID>
		<ShortRolloverTextID>72404</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<Train column='0' page='6' row='0'>TradingPost</Train>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>tradesman.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.060000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.060000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<MaxRange>12.000000</MaxRange>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>5.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AFRICANbazaartent'>0.660000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2031' name='AfricanRock'>
		<DBID>2709</DBID>
		<DisplayNameID>72405</DisplayNameID>
		<EditorNameID>72406</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\rockmine.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\african\rock</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\rockbig</PortraitIcon>
		<RolloverTextID>72407</RolloverTextID>
		<ShortRolloverTextID>72408</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>1000.0000</InitialResource>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>220.0000</Cost>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<GathererLimit>10</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</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>DontRotateObstruction</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<!-- Flag>ForceToGaia</Flag -->
		<Command column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='2032' name='Africanlionstatue'>
		<DBID>2710</DBID>
		<DisplayNameID>72409</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Statues\lionstatue.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\lion_of_judah_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\lion_of_judah_portrait</PortraitIcon>
		<RolloverTextID>72410</RolloverTextID>
		<ShortRolloverTextID>72411</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<Cost resourcetype='Gold'>1000.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>lionstatue.tactics</Tactics>
	</Unit>
	<Unit id='2033' name='AFRICANcatapult'>
		<DBID>2711</DBID>
		<DisplayNameID>72412</DisplayNameID>
		<EditorNameID>72413</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\catapult\catapult.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\african\catapult</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\catapultbig</PortraitIcon>
		<RolloverTextID>72414</RolloverTextID>
		<ShortRolloverTextID>72415</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>catapult.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2034' name='Catapultball'>
		<DBID>2712</DBID>
		<DisplayNameID>72416</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\great_bombard_ball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='2035' name='AFRICANdoubleram'>
		<DBID>2713</DBID>
		<DisplayNameID>72417</DisplayNameID>
		<EditorNameID>72418</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.6900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.6900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\doubleram\doubleram.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdoubleram</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdoublerambig</PortraitIcon>
		<RolloverTextID>72419</RolloverTextID>
		<ShortRolloverTextID>72420</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>180.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2036' name='Africancatapultbase'>
		<DBID>2714</DBID>
		<Lifespan>60.0000</Lifespan>
		<DisplayNameID>72421</DisplayNameID>
		<EditorNameID>72422</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\catapult\base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\catapult</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\catapultbig</PortraitIcon>
		<RolloverTextID>72423</RolloverTextID>
		<ShortRolloverTextID>72424</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>0.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>Military</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>Tracked</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>catapultbase.tactics</Tactics>
		<BuilderLimit>1</BuilderLimit>
	</Unit>
	<Unit id='2037' name='AfricanIncendiary'>
		<DBID>2715</DBID>
		<DisplayNameID>72425</DisplayNameID>
		<EditorNameID>72426</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Delta\Zulu\incendiary\incendiary.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANincendiary</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANincendiarybig</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>72427</RolloverTextID>
		<ShortRolloverTextID>72428</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractHandSiege</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>africanIncendiary.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>85.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</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>
		</ProtoAction>
	</Unit>
	<Unit id='2038' name='AFRICANMehalSefari'>
		<DBID>2716</DBID>
		<DisplayNameID>72429</DisplayNameID>
		<EditorNameID>72430</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\mehalsefari\mehalsefari.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmehalsefari</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmehalsefaribig</PortraitIcon>
		<RolloverTextID>72431</RolloverTextID>
		<ShortRolloverTextID>72432</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<Cost resourcetype='Trade'>35.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2039' name='AFRICANaskari'>
		<DBID>2717</DBID>
		<DisplayNameID>72433</DisplayNameID>
		<EditorNameID>72434</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\askari\askari.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANaskari</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANaskaribig</PortraitIcon>
		<RolloverTextID>72435</RolloverTextID>
		<ShortRolloverTextID>72436</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>55.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2040' name='AfricanNaffatun'>
		<DBID>2718</DBID>
		<DisplayNameID>72437</DisplayNameID>
		<EditorNameID>72438</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\naffatun\naffatun.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANnaffatun</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANnaffatunbig</PortraitIcon>
		<RolloverTextID>72439</RolloverTextID>
		<ShortRolloverTextID>72440</ShortRolloverTextID>
		<InitialHitpoints>155.0000</InitialHitpoints>
		<MaxHitpoints>155.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2041' name='AFRICANescort'>
		<DBID>2719</DBID>
		<DisplayNameID>72441</DisplayNameID>
		<EditorNameID>72442</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.300</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\escort\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescort</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescortbig</PortraitIcon>
		<RolloverTextID>72443</RolloverTextID>
		<ShortRolloverTextID>72444</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2042' name='AFRICANfellah'>
		<DBID>2720</DBID>
		<DisplayNameID>72445</DisplayNameID>
		<EditorNameID>72446</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\fellah\fellah.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANfellah</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANfellahbig</PortraitIcon>
		<RolloverTextID>72447</RolloverTextID>
		<ShortRolloverTextID>72448</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.700000</ROF>
			<DamageBonus type='AbstractVillager'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.700000</ROF>
			<DamageBonus type='AbstractVillager'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.700000</ROF>
			<DamageBonus type='AbstractVillager'>1.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2043' name='AFRICANtigraylancer'>
		<DBID>2721</DBID>
		<DisplayNameID>72449</DisplayNameID>
		<EditorNameID>72450</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Delta\Ethiopian\tigraylancer\tigraylancer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANtigraylancer</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANtigraylancerbig</PortraitIcon>
		<RolloverTextID>72451</RolloverTextID>
		<ShortRolloverTextID>72452</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>17.0000</Bounty>
		<BuildBounty>17.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>AFRICANtigraylancer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack2</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack2</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2044' name='AFRICANisikhulu'>
		<DBID>2722</DBID>
		<DisplayNameID>72453</DisplayNameID>
		<EditorNameID>72454</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Delta\Zulu\isikhulu\isikhulu.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANisikhulu</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANisikhulubig</PortraitIcon>
		<RolloverTextID>72455</RolloverTextID>
		<ShortRolloverTextID>72456</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Trade'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.7000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2045' name='AfricanDimoftar'>
		<DBID>2723</DBID>
		<DisplayNameID>72457</DisplayNameID>
		<EditorNameID>72458</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\dimoftar\dimoftar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdimoftar</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdimoftarbig</PortraitIcon>
		<RolloverTextID>72459</RolloverTextID>
		<ShortRolloverTextID>72460</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rangedInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>0.000000</DamageArea>
			<DamageCap>44.000000</DamageCap>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>0.000000</DamageArea>
			<DamageCap>44.000000</DamageCap>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>0.000000</DamageArea>
			<DamageCap>44.000000</DamageCap>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2046' name='AFRICANoromohorseman'>
		<DBID>2724</DBID>
		<DisplayNameID>72461</DisplayNameID>
		<EditorNameID>72462</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\oromohorseman\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANoromohorseman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANoromohorsemanbig</PortraitIcon>
		<RolloverTextID>72463</RolloverTextID>
		<ShortRolloverTextID>72464</ShortRolloverTextID>
		<InitialHitpoints>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2047' name='AFRICANbowman'>
		<DBID>2725</DBID>
		<DisplayNameID>72465</DisplayNameID>
		<EditorNameID>72466</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\bowman\bowman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowmanbig</PortraitIcon>
		<RolloverTextID>72467</RolloverTextID>
		<ShortRolloverTextID>72468</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2048' name='AfricanAssegai'>
		<DBID>2726</DBID>
		<DisplayNameID>72469</DisplayNameID>
		<EditorNameID>72470</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\assegai\assegai.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANassegai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANassegaibig</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>72471</RolloverTextID>
		<ShortRolloverTextID>72472</ShortRolloverTextID>
		<InitialHitpoints>88.0000</InitialHitpoints>
		<MaxHitpoints>88.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2049' name='AFRICANcamelrider'>
		<DBID>2727</DBID>
		<DisplayNameID>72473</DisplayNameID>
		<EditorNameID>72474</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\camelrider\camel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANcamelrider</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANcamelriderbig</PortraitIcon>
		<RolloverTextID>72475</RolloverTextID>
		<ShortRolloverTextID>72476</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<ScoreValue>0.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sowar.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.70000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.70000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>33.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.70000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2050' name='AFRICANmehariste'>
		<DBID>2728</DBID>
		<DisplayNameID>72477</DisplayNameID>
		<EditorNameID>72478</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\mehariste\mehariste.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmehariste</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmeharistebig</PortraitIcon>
		<RolloverTextID>72479</RolloverTextID>
		<ShortRolloverTextID>72480</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>zamburak.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageType>Ranged</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2051' name='AFRICANmamluk'>
		<DBID>2729</DBID>
		<DisplayNameID>72481</DisplayNameID>
		<EditorNameID>72482</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\mamluk\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmamluk</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmamlukbig</PortraitIcon>
		<RolloverTextID>72483</RolloverTextID>
		<ShortRolloverTextID>72484</ShortRolloverTextID>
		<InitialHitpoints>1300.0000</InitialHitpoints>
		<MaxHitpoints>1300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<Cost resourcetype='Trade'>100.0000</Cost>
		<ScoreValue>60.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2052' name='AFRICANrevolvingcannon'>
		<DBID>2730</DBID>
		<DisplayNameID>72485</DisplayNameID>
		<EditorNameID>72486</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\africanartillery\revolvingcannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANrevolvingcannon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANrevolvingcannonbig</PortraitIcon>
		<RolloverTextID>72487</RolloverTextID>
		<ShortRolloverTextID>72488</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>AFRICANrevolvingcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.250000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.250000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2053' name='AFRICANsebastopol'>
		<DBID>2731</DBID>
		<DisplayNameID>72489</DisplayNameID>
		<EditorNameID>72490</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>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\africanartillery\sebastopol.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANsebastopol</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANsebastopolbig</PortraitIcon>
		<RolloverTextID>72491</RolloverTextID>
		<ShortRolloverTextID>72492</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>180.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<Cost resourcetype='Trade'>600.0000</Cost>
		<Armor type='Ranged' value='0.6500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>spcrussiancannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>550.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1350.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2054' name='AFRICANmountaingun'>
		<DBID>2732</DBID>
		<DisplayNameID>72493</DisplayNameID>
		<EditorNameID>72494</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\africanartillery\mountaingun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmountaingun</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmountaingunbig</PortraitIcon>
		<RolloverTextID>72495</RolloverTextID>
		<ShortRolloverTextID>72496</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<Cost resourcetype='Trade'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>AFRICANmountaingun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>250.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>600.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2055' name='AFRICANibutho'>
		<DBID>2733</DBID>
		<DisplayNameID>72497</DisplayNameID>
		<EditorNameID>72498</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\ibutho\ibutho.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANibutho</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANibuthobig</PortraitIcon>
		<RolloverTextID>72499</RolloverTextID>
		<ShortRolloverTextID>72500</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<!-- TrainPoints>37.0000</TrainPoints -->
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Train column='0' page='0' row='0'>AFRICANIsikhuluMATURING</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>impi.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2056' name='AFRICANumpakati'>
		<DBID>2734</DBID>
		<DisplayNameID>72501</DisplayNameID>
		<EditorNameID>72502</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\umpakati\umpakati.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANumpakati</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANumpakatibig</PortraitIcon>
		<RolloverTextID>72503</RolloverTextID>
		<ShortRolloverTextID>72504</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>1.50000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2057' name='AFRICANbazaartent'>
		<DBID>2735</DBID>
		<DisplayNameID>72505</DisplayNameID>
		<ObstructionRadiusX>1.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Industrial\bazaar\tent.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\tent</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\tentbig</PortraitIcon>
		<RolloverTextID>72506</RolloverTextID>
		<ShortRolloverTextID>72507</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Trade'>500.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>10.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildLimit>5</BuildLimit>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<Decay delay='0.0000' duration='0.0000' />
		<GathererLimit>5</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>
		<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 column='0' page='10'>Delete</Command>
		<Tactics>africanBazaar.tactics</Tactics>
	</Unit>
	<Unit id='2058' name='Relic'>
		<DBID>2736</DBID>
		<DisplayNameID>72508</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Statues\relic.xml</AnimFile>
		<RolloverTextID>72509</RolloverTextID>
		<ShortRolloverTextID>72510</ShortRolloverTextID>
		<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='2059' name='AFRICANobeliskpyre'>
		<DBID>2737</DBID>
		<DisplayNameID>72511</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Statues\obelisk.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\pyre</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\pyrebig</PortraitIcon>
		<RolloverTextID>72512</RolloverTextID>
		<ShortRolloverTextID>72513</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<BuildPoints>10.0000</BuildPoints>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>ColonyBuilding</UnitType>
		<UnitType>Building</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>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2060' name='AFRICANvillagerMATURING'>
		<DBID>2738</DBID>
		<DisplayNameID>72514</DisplayNameID>
		<EditorNameID>72515</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\africanvillager</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\africanvillagerbig</PortraitIcon>
		<RolloverTextID>72516</RolloverTextID>
		<ShortRolloverTextID>72517</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Lifespan>120.0000</Lifespan>
		<Cost resourcetype='Food'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2061' name='AFRICANmatriarchMATURING'>
		<DBID>2739</DBID>
		<DisplayNameID>72518</DisplayNameID>
		<EditorNameID>72519</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\matriarch</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\matriarchbig</PortraitIcon>
		<RolloverTextID>72520</RolloverTextID>
		<ShortRolloverTextID>72521</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Lifespan>40.0000</Lifespan>
		<Cost resourcetype='Food'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2062' name='AFRICANspyMATURING'>
		<DBID>2740</DBID>
		<DisplayNameID>72522</DisplayNameID>
		<EditorNameID>72523</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>ui\units\spy_icon</Icon>
		<PortraitIcon>ui\units\spy_portrait</PortraitIcon>
		<RolloverTextID>72524</RolloverTextID>
		<ShortRolloverTextID>72525</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>4.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Lifespan>20.0000</Lifespan>
		<Cost resourcetype='Gol'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2063' name='AFRICANtradesmanMATURING'>
		<DBID>2741</DBID>
		<DisplayNameID>72526</DisplayNameID>
		<EditorNameID>72527</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\tradesman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\tradesmanbig</PortraitIcon>
		<RolloverTextID>72528</RolloverTextID>
		<ShortRolloverTextID>72529</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Lifespan>120.0000</Lifespan>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2064' name='AFRICANbowmanMATURING'>
		<DBID>2742</DBID>
		<DisplayNameID>72530</DisplayNameID>
		<EditorNameID>72531</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowmanbig</PortraitIcon>
		<RolloverTextID>72532</RolloverTextID>
		<ShortRolloverTextID>72533</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>6.0000</BuildPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Lifespan>20.0000</Lifespan>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2065' name='AFRICANibuthoMATURING'>
		<DBID>2743</DBID>
		<DisplayNameID>72534</DisplayNameID>
		<EditorNameID>72535</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANibutho</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANibuthobig</PortraitIcon>
		<RolloverTextID>72536</RolloverTextID>
		<ShortRolloverTextID>72537</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>7.0000</BuildPoints>
		<Lifespan>20.0000</Lifespan>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2066' name='AFRICANassegaiMATURING'>
		<DBID>2744</DBID>
		<DisplayNameID>72538</DisplayNameID>
		<EditorNameID>72539</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANassegai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANassegaibig</PortraitIcon>
		<RolloverTextID>72540</RolloverTextID>
		<ShortRolloverTextID>72541</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Lifespan>20.0000</Lifespan>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2067' name='AFRICANumpakatiMATURING'>
		<DBID>2745</DBID>
		<DisplayNameID>72542</DisplayNameID>
		<EditorNameID>72543</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANumpakati</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANumpakatibig</PortraitIcon>
		<RolloverTextID>72544</RolloverTextID>
		<ShortRolloverTextID>72545</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>6.0000</BuildPoints>
		<Lifespan>20.0000</Lifespan>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2068' name='AFRICANincendiaryMATURING'>
		<DBID>2746</DBID>
		<DisplayNameID>72546</DisplayNameID>
		<EditorNameID>72547</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANincendiary</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANincendiarybig</PortraitIcon>
		<RolloverTextID>72548</RolloverTextID>
		<ShortRolloverTextID>72549</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>4.0000</BuildPoints>
		<Lifespan>20.0000</Lifespan>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2069' name='AFRICANdoubleramMATURING'>
		<DBID>2747</DBID>
		<DisplayNameID>72550</DisplayNameID>
		<EditorNameID>72551</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdoubleram</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANdoublerambig</PortraitIcon>
		<RolloverTextID>72552</RolloverTextID>
		<ShortRolloverTextID>72553</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>9.0000</BuildPoints>
		<Lifespan>40.0000</Lifespan>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2070' name='AFRICANisikhuluMATURING'>
		<DBID>2748</DBID>
		<DisplayNameID>72554</DisplayNameID>
		<EditorNameID>72555</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturingisikhulu.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturing.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANisikhulu</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANisikhulubig</PortraitIcon>
		<RolloverTextID>72556</RolloverTextID>
		<ShortRolloverTextID>72557</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<Lifespan>40.0000</Lifespan>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Trade'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2071' name='AFRICANaskariMATURING'>
		<DBID>2749</DBID>
		<DisplayNameID>72558</DisplayNameID>
		<EditorNameID>72559</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing3.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturinggunpowder.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANaskari</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANaskaribig</PortraitIcon>
		<RolloverTextID>72560</RolloverTextID>
		<ShortRolloverTextID>72561</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>6.0000</BuildPoints>
		<Lifespan>20.0000</Lifespan>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2072' name='AFRICANescortMATURING'>
		<DBID>2750</DBID>
		<DisplayNameID>72562</DisplayNameID>
		<EditorNameID>72563</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing4.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturinghorse.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescort</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescortbig</PortraitIcon>
		<RolloverTextID>72564</RolloverTextID>
		<ShortRolloverTextID>72565</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>8.0000</BuildPoints>
		<Lifespan>30.0000</Lifespan>
		<Bounty>21.0000</Bounty>
		<BuildBounty>21.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2073' name='AFRICANrevolvingcannonMATURING'>
		<DBID>2751</DBID>
		<DisplayNameID>72566</DisplayNameID>
		<EditorNameID>72567</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing2.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturinggunpowder.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANrevolvingcannon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANrevolvingcannonbig</PortraitIcon>
		<RolloverTextID>72568</RolloverTextID>
		<ShortRolloverTextID>72569</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>9.0000</BuildPoints>
		<Lifespan>40.0000</Lifespan>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2074' name='AFRICANmountaingunMATURING'>
		<DBID>2752</DBID>
		<DisplayNameID>72570</DisplayNameID>
		<EditorNameID>72571</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing2.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturinggunpowder.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmountaingun</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmountaingunbig</PortraitIcon>
		<RolloverTextID>72572</RolloverTextID>
		<ShortRolloverTextID>72573</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>12.0000</BuildPoints>
		<Lifespan>50.0000</Lifespan>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Trade'>100.0000</Cost>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractArtillery</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2075' name='AFRICANshaka'>
		<DBID>2753</DBID>
		<DisplayNameID>72574</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\explorer\shaka.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANshaka</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANshakabig</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>72575</RolloverTextID>
		<ShortRolloverTextID>72576</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>90.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<BuildLimit>1</BuildLimit>
		<Armor type='Ranged' value='0.3000' />
		<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>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>AFRICANshaka.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.800000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.1250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.800000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.1250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>ShieldBashAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2076' name='AFRICANmenelik'>
		<DBID>2754</DBID>
		<DisplayNameID>72577</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\explorer\menelik.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmenelik</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmenelikbig</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>72578</RolloverTextID>
		<ShortRolloverTextID>72579</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<TrainPoints>90.0000</TrainPoints>
		<AllowedAge>0</AllowedAge>
		<BuildLimit>1</BuildLimit>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>AFRICANmenelik.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Lionsroar</Name>
			<Damage>100.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>6.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2077' name='AFRICANalipasha'>
		<DBID>2755</DBID>
		<DisplayNameID>72580</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\explorer\alipasha.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANalipasha</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANalipashabig</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>72581</RolloverTextID>
		<ShortRolloverTextID>72582</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<TrainPoints>90.0000</TrainPoints>
		<AllowedAge>0</AllowedAge>
		<BuildLimit>1</BuildLimit>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>AFRICANobeliskpyre</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='6' row='0'>EGYtowncenterCARAVAN</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>AFRICANalipasha.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
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		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
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			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>6.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2078' name='AFRICANmatriarch'>
		<DBID>2756</DBID>
		<DisplayNameID>72583</DisplayNameID>
		<EditorNameID>72584</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\villager\matriarch.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\africanmatriarch</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\africanmatriarchbig</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72585</RolloverTextID>
		<ShortRolloverTextID>72586</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CannotConvertHill</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>DeadReplacementWhenDestroyed</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>AFRICANmatriarch.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<!-- ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction -->
	</Unit>
	<Unit id='2079' name='AFRICANtower'>
		<DBID>2757</DBID>
		<DisplayNameID>72587</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\tower\tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\tower</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\towerbig</PortraitIcon>
		<RolloverTextID>72588</RolloverTextID>
		<ShortRolloverTextID>72589</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>140.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Tech column='1' page='1' row='0'>AFRICANTECHtowerattack1</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtowerattack2</Tech>
		<Tech column='1' page='1' row='0'>AFRICANTECHtowerattack3</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>WOLPriestAustralian</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='9' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>africantower.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2080' name='smallball'>
		<DBID>2758</DBID>
		<DisplayNameID>72590</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<Icon>War of the Triple Alliance\Icons\Delta\african\egyptianvillager</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\egyptianvillagerbig</PortraitIcon>
		<AnimFile>War of the Triple Alliance\Units\Delta\africanartillery\smallball.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='2081' name='MortarShellfast'>
		<DBID>2759</DBID>
		<DisplayNameID>72591</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\projectiles\mortarshell.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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>NoUnitAI</Flag>
	</Unit>
	<Unit id='2082' name='AFRICANtravois'>
		<DBID>2760</DBID>
		<DisplayNameID>602043</DisplayNameID>
		<EditorNameID>602044</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_portrait</PortraitIcon>
		<RolloverTextID>602045</RolloverTextID>
		<ShortRolloverTextID>602046</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>180.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Houseafrican</Train>
		<Train column='0' page='6' row='0'>AFRICANikhanda</Train>
		<Train column='1' page='6' row='0'>africanlibrary</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>Dock</Train>
		<Train column='4' page='6' row='0'>africantower</Train>
		<Train column='5' page='6' row='0'>africangranary</Train>
		<Train column='6' page='6' row='0'>africanquarry</Train>
		<Train column='7' page='6' row='0'>africanbazaar</Train>
		<Train column='8' page='6' row='0'>Church</Train>
		<Train column='9' page='6' row='0'>africangarrison</Train>
		<Train column='9' page='6' row='0'>africangunpowderkraal</Train>
		<Train column='10' page='6' row='0'>africancantonment</Train>
		<Train column='10' page='6' row='0'>africanhorsekraal</Train>
		<Train column='11' page='6' row='0'>africanpalace</Train>
		<Train column='12' page='6' row='0'>Safehouse</Train>
		<Train column='12' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='12' page='6' row='0'>WOLSafehouseIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
		</ProtoAction>
	</Unit>
	<Unit id='2083' name='EGYPTIANvillager'>
		<DBID>2761</DBID>
		<DisplayNameID>72592</DisplayNameID>
		<EditorNameID>72593</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\villager\villager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\african\egyptianvillager</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\egyptianvillagerbig</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72594</RolloverTextID>
		<ShortRolloverTextID>72595</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>24.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Houseafrican</Train>
		<Train column='0' page='6' row='0'>AFRICANikhanda</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>africanlot</Train>
		<Train column='0' page='6' row='0'>africanlibrary</Train>
		<Train column='6' page='6' row='0'>africangranary</Train>
		<Train column='6' page='6' row='0'>africanquarry</Train>
		<Train column='5' page='6' row='0'>africantower</Train>
		<Train column='8' page='6' row='0'>africanbazaar</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>africanhorsekraal</Train>
		<Train column='11' page='6' row='0'>africangunpowderkraal</Train>
		<Train column='11' page='6' row='0'>africangarrison</Train>
		<Train column='12' page='6' row='0'>africancantonment</Train>
		<Train column='13' page='6' row='0'>africanpalace</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='15' page='6' row='0'>africancatapultbase</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='14' page='6' row='0'>TownCenter</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='15' page='6' row='0'>OlivePlantation</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='AFRICANbazaartent'>0.360000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2084' name='POWERrain'>
		<DBID>2762</DBID>
		<DisplayNameID>72596</DisplayNameID>
		<EditorNameID>72597</EditorNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\weather\Clouds.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<RolloverTextID>72598</RolloverTextID>
		<ShortRolloverTextID>72599</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>POWERrain.tactics</Tactics>
	</Unit>
	<Unit id='2153' name='POWERrainclouds'>
		<DBID>5</DBID>
		<DisplayNameID>72596</DisplayNameID>
		<EditorNameID>72597</EditorNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\weather\Clouds.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<RolloverTextID>72598</RolloverTextID>
		<ShortRolloverTextID>72599</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='2085' name='POWERearthquake'>
		<DBID>2763</DBID>
		<DisplayNameID>72600</DisplayNameID>
		<EditorNameID>72601</EditorNameID>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\earthquake.xml</AnimFile>
		<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>72602</RolloverTextID>
		<ShortRolloverTextID>72603</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NonCollideable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>POWERearthquake.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>3.800000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageArea>20.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>10.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2086' name='POWERwinter'>
		<DBID>2764</DBID>
		<DisplayNameID>72604</DisplayNameID>
		<EditorNameID>72605</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<RolloverTextID>72606</RolloverTextID>
		<ShortRolloverTextID>72607</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>POWERwinter.tactics</Tactics>
	</Unit>
	<Unit id='2087' name='POWERtornado'>
		<DBID>2765</DBID>
		<DisplayNameID>72608</DisplayNameID>
		<EditorNameID>72609</EditorNameID>
		<Lifespan>60.0000</Lifespan>
		<WanderDistance>30</WanderDistance>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>1.0000</MaxVelocity>
		<MaxRunVelocity>3.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\tornado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<RolloverTextID>72610</RolloverTextID>
		<ShortRolloverTextID>72611</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>3.0000</LOS>
		<TrainPoints>15.0000</TrainPoints>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>0.0000</Bounty>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>LogicalTypeHealed</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>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Wanders</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>POWERtornado.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>2.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>5000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.100000</DamageBonus>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2088' name='WOTTAlightning'>
		<DBID>2766</DBID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\lightning.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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='2089' name='POWERstorm'>
		<DBID>2767</DBID>
		<DisplayNameID>72612</DisplayNameID>
		<EditorNameID>72613</EditorNameID>
		<Lifespan>30.0000</Lifespan>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\storm.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>72614</RolloverTextID>
		<ShortRolloverTextID>72615</ShortRolloverTextID>
		<InitialHitpoints>106106.0000</InitialHitpoints>
		<MaxHitpoints>106106.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Tracked</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>POWERstorm.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>WOTTAlightning</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>0.200000</MaxRange>
			<ROF>5.000000</ROF>
			<Projectile>WOTTAlightning</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='2091' name='Avatar'>
		<DBID>2769</DBID>
		<DisplayNameID>72620</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Avatar\avatar_horse.xml</AnimFile>
		<Lifespan>120.0000</Lifespan>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Avatar\avatar_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Avatar\avatar_portrait</PortraitIcon>
		<RolloverTextID>72621</RolloverTextID>
		<ShortRolloverTextID>72622</ShortRolloverTextID>
		<InitialHitpoints>106106.0000</InitialHitpoints>
		<MaxHitpoints>106106.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>avatar.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.750000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<!-- Unit id='2092' name='Morochuco'>
		<DBID>2770</DBID>
		<DisplayNameID>72623</DisplayNameID>
		<EditorNameID>72624</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\morochuco\morochuco_horse.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>72625</RolloverTextID>
		<ShortRolloverTextID>72626</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>21.0000</Bounty>
		<BuildBounty>21.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>winitufe.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<DamageBonus type='AbstractArtillery'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>ArrowFlaming</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>8.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2093' name='Rabona'>
		<DBID>2771</DBID>
		<DisplayNameID>72627</DisplayNameID>
		<EditorNameID>72628</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\rabona\rabona.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\soldadera</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\soldaderaBIG</PortraitIcon>
		<RolloverTextID>72629</RolloverTextID>
		<ShortRolloverTextID>72630</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<TrainPoints>32.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Flag>CanAutoHeal</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>2.000000</Rate>
		</ProtoAction>
	</Unit -->
	<Unit id='2094' name='Redcoat'>
		<DBID>2772</DBID>
		<DisplayNameID>72631</DisplayNameID>
		<EditorNameID>72632</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.7500</MaxVelocity>
		<MaxRunVelocity>5.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\redcoat\redcoat.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\redcoat_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\redcoat_big</PortraitIcon>
		<RolloverTextID>72633</RolloverTextID>
		<ShortRolloverTextID>72634</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>redcoat.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2095' name='Colorado'>
		<DBID>2773</DBID>
		<DisplayNameID>72635</DisplayNameID>
		<EditorNameID>72636</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\colorado\colorado.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of The Triple Alliance\DLC\Fenriz\Icons\colorado_icon</Icon>
		<PortraitIcon>War of The Triple Alliance\DLC\Fenriz\Icons\colorado_portrait</PortraitIcon>
		<RolloverTextID>72637</RolloverTextID>
		<ShortRolloverTextID>72638</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>redcoat.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>63.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2096' name='EscoltaSpain'>
		<DBID>2774</DBID>
		<DisplayNameID>72639</DisplayNameID>
		<EditorNameID>72640</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\escolta real\escolta_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\batidor_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\batidor_BIG</PortraitIcon>
		<RolloverTextID>72641</RolloverTextID>
		<ShortRolloverTextID>72642</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>3</AllowedAge>
		<BuildLimit>10</BuildLimit>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>batidor.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>136.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2097' name='InfanteMarina'>
		<DBID>2775</DBID>
		<DisplayNameID>72643</DisplayNameID>
		<EditorNameID>72644</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\infante de marina\infante.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\infante_de_marina_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\infante_de_marina_BIG</PortraitIcon>
		<RolloverTextID>72645</RolloverTextID>
		<ShortRolloverTextID>72646</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>2.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2098' name='IMOpryshok'>
		<DBID>2776</DBID>
		<DisplayNameID>72647</DisplayNameID>
		<EditorNameID>72648</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\opryshok\opryshok.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\opryshok_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\opryshok_big</PortraitIcon>
		<RolloverTextID>72649</RolloverTextID>
		<ShortRolloverTextID>72650</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>16.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2099' name='Ordenanca'>
		<DBID>2777</DBID>
		<DisplayNameID>72651</DisplayNameID>
		<EditorNameID>72652</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\ordenanca\ordenanca.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\ordenanza_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\ordenanza_BIG</PortraitIcon>
		<RolloverTextID>72653</RolloverTextID>
		<ShortRolloverTextID>72654</ShortRolloverTextID>
		<InitialHitpoints>70.0000</InitialHitpoints>
		<MaxHitpoints>70.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<Bounty>4.0000</Bounty>
		<BuildBounty>4.0000</BuildBounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2100' name='RifleTroop'>
		<DBID>2778</DBID>
		<DisplayNameID>72655</DisplayNameID>
		<EditorNameID>72656</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Pekhota\pekhota.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\ryadovoy_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\ryadovoy_BIG</PortraitIcon>
		<RolloverTextID>72657</RolloverTextID>
		<ShortRolloverTextID>72658</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>26.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2101' name='Tigerman'>
		<DBID>2779</DBID>
		<DisplayNameID>72659</DisplayNameID>
		<EditorNameID>72660</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.2500</MaxVelocity>
		<MaxRunVelocity>7.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Tigerman\tigerman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\tigerman_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\tigerman_portrait</PortraitIcon>
		<RolloverTextID>72661</RolloverTextID>
		<ShortRolloverTextID>72662</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>6.0000</Bounty>
		<BuildBounty>6.0000</BuildBounty>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2102' name='Brenero'>
		<DBID>2780</DBID>
		<DisplayNameID>72663</DisplayNameID>
		<EditorNameID>72664</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Brenero\brenero.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>72665</RolloverTextID>
		<ShortRolloverTextID>72666</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2103' name='Pandour'>
		<DBID>2781</DBID>
		<DisplayNameID>72667</DisplayNameID>
		<EditorNameID>72668</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Pandour\pandour.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Pandour_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Pandour_BIG</PortraitIcon>
		<RolloverTextID>72669</RolloverTextID>
		<ShortRolloverTextID>72670</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>125.0000</Cost>
		<Cost resourcetype='Gold'>125.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2104' name='Pavisier'>
		<DBID>2782</DBID>
		<DisplayNameID>72671</DisplayNameID>
		<EditorNameID>72672</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Pavise\pavise.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Pavice_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Pavice_BIG</PortraitIcon>
		<RolloverTextID>72673</RolloverTextID>
		<ShortRolloverTextID>72674</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2105' name='Landsknecht'>
		<DBID>2783</DBID>
		<DisplayNameID>72675</DisplayNameID>
		<EditorNameID>72676</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Landsknecht\Landsknecht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Landsknecht_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Landsknecht_Big</PortraitIcon>
		<RolloverTextID>72677</RolloverTextID>
		<ShortRolloverTextID>72678</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>10.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2106' name='Doppelsoldner'>
		<DBID>2784</DBID>
		<DisplayNameID>72679</DisplayNameID>
		<EditorNameID>72680</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AnimFile>War of the Triple Alliance\Units\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>72681</RolloverTextID>
		<ShortRolloverTextID>72682</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>80.000000</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>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>80.000000</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>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2107' name='Grenzer'>
		<DBID>2785</DBID>
		<DisplayNameID>72683</DisplayNameID>
		<EditorNameID>72684</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Grenzer\grenzer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Grenzer_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Grenzer_BIG</PortraitIcon>
		<RolloverTextID>72685</RolloverTextID>
		<ShortRolloverTextID>72686</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2108' name='Magyar'>
		<DBID>2786</DBID>
		<DisplayNameID>72687</DisplayNameID>
		<EditorNameID>72688</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Magyar Grenadier\magyar.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Magyar Grenadier_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Magyar Grenadier_BIG</PortraitIcon>
		<RolloverTextID>72689</RolloverTextID>
		<ShortRolloverTextID>72690</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>23.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>240.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>108.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2109' name='Fougasse'>
		<DBID>2787</DBID>
		<DisplayNameID>72691</DisplayNameID>
		<EditorNameID>72692</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Fougasse\fougasse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\Units\petard_icon</Icon>
		<PortraitIcon>ui\Units\petard_portrait</PortraitIcon>
		<RolloverTextID>72693</RolloverTextID>
		<ShortRolloverTextID>72694</ShortRolloverTextID>
		<InitialHitpoints>550.0000</InitialHitpoints>
		<MaxHitpoints>550.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>Mercenary</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>3200.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2110' name='Reiter'>
		<DBID>2788</DBID>
		<DisplayNameID>72695</DisplayNameID>
		<EditorNameID>72696</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AnimFile>War of the Triple Alliance\Units\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>72697</RolloverTextID>
		<ShortRolloverTextID>72698</ShortRolloverTextID>
		<InitialHitpoints>460.0000</InitialHitpoints>
		<MaxHitpoints>460.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2111' name='Saker'>
		<DBID>2789</DBID>
		<DisplayNameID>72699</DisplayNameID>
		<EditorNameID>72700</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Saker\saker.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Saker_SMALL</Icon>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Saker_BIG</PortraitIcon>
		<RolloverTextID>72701</RolloverTextID>
		<ShortRolloverTextID>72702</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>40.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>
		<UnitType>Mercenary</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>140.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>280.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2112' name='Demicannon'>
		<DBID>2790</DBID>
		<DisplayNameID>72703</DisplayNameID>
		<EditorNameID>72704</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Demi Cannon\demi_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Demicannon_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Demicannon_BIG</PortraitIcon>
		<RolloverTextID>72705</RolloverTextID>
		<ShortRolloverTextID>72706</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>180.0000</Bounty>
		<BuildBounty>180.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>800.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>
		<UnitType>Mercenary</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>550.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>2750.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>RussianGreatCannonBall</Projectile>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2113' name='IMFarrapo'>
		<DBID>2791</DBID>
		<DisplayNameID>72707</DisplayNameID>
		<EditorNameID>72708</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\farrapo\farrapo_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\tatterdemallion_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\tatterdemallion_portrait</PortraitIcon>
		<RolloverTextID>72709</RolloverTextID>
		<ShortRolloverTextID>72710</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2114' name='ScandinavianColony'>
		<DBID>2792</DBID>
		<DisplayNameID>72711</DisplayNameID>
		<EditorNameID>72712</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Scandinavian\Colony\scandinavia.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\scandinavian_colony_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\scandinavian_colony_portrait</PortraitIcon>
		<RolloverTextID>72713</RolloverTextID>
		<ShortRolloverTextID>72714</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerSCBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMSkiTrooperBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantSCUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantSCUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantSC01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantSC02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantSC03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantSC04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantSC05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantSC06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantSCBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2115' name='IMWorkerSC'>
		<DBID>2793</DBID>
		<DisplayNameID>72715</DisplayNameID>
		<EditorNameID>72716</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72717</RolloverTextID>
		<ShortRolloverTextID>72718</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>ScandinavianHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='AbstractHouse'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2116' name='IMSkiTrooper'>
		<DBID>2794</DBID>
		<DisplayNameID>72719</DisplayNameID>
		<EditorNameID>72720</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\ski_trooper\ski_trooper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\ski_trooper_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\ski_trooper_portrait</PortraitIcon>
		<RolloverTextID>72721</RolloverTextID>
		<ShortRolloverTextID>72722</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2117' name='ScandinavianHouse'>
		<DBID>2795</DBID>
		<DisplayNameID>72723</DisplayNameID>
		<EditorNameID>72724</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Scandinavian\House\house.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>72725</RolloverTextID>
		<ShortRolloverTextID>72726</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2118' name='ScandinavianImmigrantWagon'>
		<DBID>2796</DBID>
		<DisplayNameID>72727</DisplayNameID>
		<EditorNameID>72728</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Scandinavian\wagon\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>72729</RolloverTextID>
		<ShortRolloverTextID>72730</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ScandinavianColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ScandinavianColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2119' name='IMFishingBoat'>
		<DBID>2797</DBID>
		<DisplayNameID>72731</DisplayNameID>
		<EditorNameID>72732</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\scandinavian_boat\boat.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>72733</RolloverTextID>
		<ShortRolloverTextID>72734</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>9</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>Mercenary</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>
		<Train column='10' page='6' row='0'>Fishtrap</Train>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>1.000000</Rate>
			<Rate type='AbstractFish'>1.200000</Rate>
			<Rate type='FishTrap'>1.200000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2120' name='MexicanGrave'>
		<DBID>2798</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\graves\graves.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>100.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>pyfactories.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<!-- Unit id='2121' name='AfrExplorerSpawner'>
		<DBID>2799</DBID>
		<DisplayNameID>72737</DisplayNameID>
		<EditorNameID>72738</EditorNameID>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmenelik</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANmenelikbig</PortraitIcon>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Lifespan>90.0100</Lifespan>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Tactics>afrexplorerspawn.tactics</Tactics>
	</Unit -->
	<Unit id='2122' name='Peasant'>
		<DBID>2800</DBID>
		<DisplayNameID>602031</DisplayNameID>
		<EditorNameID>602032</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\villagers\bulgarian.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\peasant_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\peasant_big</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>22814</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='11' page='6' row='0'>Beehive</Train>
		<Train column='23' page='6' row='0'>BALKANwheat</Train>
		<Train column='22' page='6' row='0'>BALKANbeet</Train>
		<Train column='24' page='6' row='0'>BALKANcabbage</Train>
		<Train column='25' page='6' row='0'>BALKANstrawberry</Train>

		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLHouseGreek</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='2' page='6' row='0'>WOLMarketGreek</Train>
		<Train column='2' page='6' row='0'>WOLMarketIroquois</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>WOLFarmIroquois</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>HuntingLodge</Train>
		<Train column='4' page='6' row='0'>WOLHuntingLodgeGreek</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='10' page='6' row='0'>WOLChurchGreek</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>WOLWarHutIroquois</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='11' page='6' row='0'>Casern</Train>
		<Train column='11' page='6' row='0'>WOLCasernGreek</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>WOLStableGreek</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>WOLCorralIroquois</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotGreek</Train>
		<Train column='13' page='6' row='0'>WOLArtilleryDepotIroquois</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='15' page='6' row='0'>WOLPlantationIroquois</Train>
		<Train column='15' page='6' row='0'>OlivePlantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypMonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='WOLChurchGreek'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2123' name='PeasantBULGARIAN'>
		<DBID>2801</DBID>
		<DisplayNameID>601363</DisplayNameID>
		<EditorNameID>601362</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\villagers\bulgarian.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\peasant_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\peasant_big</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>601364</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>

		<Train column='11' page='6' row='0'>Beehive</Train>
		<Train column='22' page='6' row='0'>BALKANbeet</Train>
		<Train column='23' page='6' row='0'>BALKANwheat</Train>
		<Train column='24' page='6' row='0'>BALKANcabbage</Train>
		<Train column='25' page='6' row='0'>BALKANstrawberry</Train>

		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>HuntingLodge</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='11' page='6' row='0'>Casern</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settlerbulgarian.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2157' name='Dorobant'>
		<DBID>13</DBID>
		<DisplayNameID>602035</DisplayNameID>
		<EditorNameID>602036</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Dorobant\dorobant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\dorabant_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\dorabant_big</PortraitIcon>
		<RolloverTextID>602037</RolloverTextID>
		<ShortRolloverTextID>602038</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2124' name='Vanator'>
		<DBID>2802</DBID>
		<DisplayNameID>602060</DisplayNameID>
		<EditorNameID>602061</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Vanatori\vanatori.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\vanator_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\vanator_BIG</PortraitIcon>
		<RolloverTextID>602062</RolloverTextID>
		<ShortRolloverTextID>602063</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>19.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2125' name='Calarashi'>
		<DBID>2803</DBID>
		<DisplayNameID>602064</DisplayNameID>
		<EditorNameID>602065</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.4000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Calarasi\calarasi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Calarash_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Calarash_big</PortraitIcon>
		<RolloverTextID>602066</RolloverTextID>
		<ShortRolloverTextID>602067</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>55.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2126' name='Chetnik'>
		<DBID>2804</DBID>
		<DisplayNameID>602068</DisplayNameID>
		<EditorNameID>602069</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\chetnik\chetnik.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\chetnik_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\chetnik_big</PortraitIcon>
		<RolloverTextID>602070</RolloverTextID>
		<ShortRolloverTextID>602071</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>60.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>28.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2127' name='Konjanik'>
		<DBID>2805</DBID>
		<DisplayNameID>602072</DisplayNameID>
		<EditorNameID>602073</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Konjanik\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\konjanik_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\konjanik_big</PortraitIcon>
		<RolloverTextID>602074</RolloverTextID>
		<ShortRolloverTextID>602075</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<ScoreValue>15.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2128' name='OpalchenetPobornik'>
		<DBID>2806</DBID>
		<DisplayNameID>602076</DisplayNameID>
		<EditorNameID>602077</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\Bulgarians\Opalchentsi\opalchentsi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\opalchenets_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\opalchenets_BIG</PortraitIcon>
		<RolloverTextID>602078</RolloverTextID>
		<ShortRolloverTextID>602079</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2129' name='Spasitel'>
		<DBID>2807</DBID>
		<DisplayNameID>602080</DisplayNameID>
		<EditorNameID>602081</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Spasitel\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\spasitel_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\spasitel_big</PortraitIcon>
		<RolloverTextID>602082</RolloverTextID>
		<ShortRolloverTextID>602083</ShortRolloverTextID>
		<InitialHitpoints>470.0000</InitialHitpoints>
		<MaxHitpoints>470.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>31.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>31.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2130' name='Maceman'>
		<DBID>2808</DBID>
		<DisplayNameID>602084</DisplayNameID>
		<EditorNameID>602085</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Maceman\maceman.xml</AnimFile>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\macemanicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\macemanportrait</PortraitIcon>
		<RolloverTextID>602086</RolloverTextID>
		<ShortRolloverTextID>602087</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2131' name='GreenJacket'>
		<DBID>2809</DBID>
		<DisplayNameID>602088</DisplayNameID>
		<EditorNameID>602089</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\green jacket\green_jacket.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\modernization\greenjacket</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\modernization\greenjacketbig</PortraitIcon>
		<RolloverTextID>602090</RolloverTextID>
		<ShortRolloverTextID>602091</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.250000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2132' name='Highlander'>
		<DBID>2810</DBID>
		<DisplayNameID>602101</DisplayNameID>
		<EditorNameID>602102</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\highlander\highlander.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of The Triple Alliance\DLC\Fenriz\Icons\highlander_icon</Icon>
		<PortraitIcon>War of The Triple Alliance\DLC\Fenriz\Icons\highlander_portrait</PortraitIcon>
		<RolloverTextID>602103</RolloverTextID>
		<ShortRolloverTextID>602104</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>47.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2133' name='Hajduk'>
		<DBID>2811</DBID>
		<DisplayNameID>602111</DisplayNameID>
		<EditorNameID>602112</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Hajduk\Hajduk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\hajduk_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\hajduk_big</PortraitIcon>
		<RolloverTextID>602113</RolloverTextID>
		<ShortRolloverTextID>602114</ShortRolloverTextID>
		<InitialHitpoints>125.0000</InitialHitpoints>
		<MaxHitpoints>125.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>45.0000</Cost>
		<Cost resourcetype='Wood'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics> 
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2134' name='Seimen'>
		<DBID>2812</DBID>
		<DisplayNameID>602115</DisplayNameID>
		<EditorNameID>602116</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\seimen\seimen.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\seimen_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\seimen_big</PortraitIcon>
		<RolloverTextID>602117</RolloverTextID>
		<ShortRolloverTextID>602118</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>45.0000</Cost>
		<Cost resourcetype='Gold'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2135' name='Stradiot'>
		<DBID>2813</DBID>
		<DisplayNameID>602119</DisplayNameID>
		<EditorNameID>602120</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Stradiot\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>602121</RolloverTextID>
		<ShortRolloverTextID>602122</ShortRolloverTextID>
		<InitialHitpoints>295.0000</InitialHitpoints>
		<MaxHitpoints>295.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>76.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2136' name='Boyar'>
		<DBID>2814</DBID>
		<DisplayNameID>602123</DisplayNameID>
		<EditorNameID>602124</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Boyar\boyar_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\boyar_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\boyar_big</PortraitIcon>
		<RolloverTextID>602125</RolloverTextID>
		<ShortRolloverTextID>602126</ShortRolloverTextID>
		<InitialHitpoints>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>19.0000</Bounty>
		<BuildBounty>19.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>boyar.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<MinRange>2.000000</MinRange>
			<ROF>1.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>9.000000</MaxRange>
			<MinRange>2.000000</MinRange>
			<ROF>1.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2137' name='MuleArtillery'>
		<DBID>2815</DBID>
		<DisplayNameID>602127</DisplayNameID>
		<EditorNameID>602128</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>units\artillery\ribald\cart.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\mule artillery_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\mule artillery_big</PortraitIcon>
		<RolloverTextID>602129</RolloverTextID>
		<ShortRolloverTextID>602130</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>AbstractSiegeTrooper</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>ribald.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2138' name='SchneiderDanglis'>
		<DBID>2816</DBID>
		<DisplayNameID>602131</DisplayNameID>
		<EditorNameID>602132</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>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Schneider\schneider.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\schneider danglis_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\schneider danglis_big</PortraitIcon>
		<RolloverTextID>602133</RolloverTextID>
		<ShortRolloverTextID>602134</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>35.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>350.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2139' name='Saboteur'>
		<DBID>2817</DBID>
		<DisplayNameID>602135</DisplayNameID>
		<EditorNameID>602136</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\saboteur\saboteur_new.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\saboteur_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\saboteur_big</PortraitIcon>
		<RolloverTextID>602137</RolloverTextID>
		<ShortRolloverTextID>602138</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.7500' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandSiege</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>RotateInPlace</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saboteurNew.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
 	<Unit id='2140' name='Schwarzlose'>
		<DBID>2818</DBID>
		<DisplayNameID>602139</DisplayNameID>
		<EditorNameID>602140</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Schwarzlose\schwarzlose.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\schwarzlose_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\schwarzlose_big</PortraitIcon>
		<RolloverTextID>602141</RolloverTextID>
		<ShortRolloverTextID>602142</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2141' name='Marauder'>
		<DBID>2819</DBID>
		<DisplayNameID>602143</DisplayNameID>
		<EditorNameID>602144</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Marauder\marauder_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\maraduer_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\maraduer_big</PortraitIcon>
		<RolloverTextID>602145</RolloverTextID>
		<ShortRolloverTextID>602146</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>21.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2142' name='Casern'>
		<DBID>2820</DBID>
		<DisplayNameID>602147</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<BuildLimit>7</BuildLimit>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\casern.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\casern</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\casernBIG</PortraitIcon>
		<RolloverTextID>602148</RolloverTextID>
		<ShortRolloverTextID>602149</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<MaxContained>20</MaxContained>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='0' page='0' row='0'>PeasantBULGARIAN</Train>
		<Train column='0' page='0' row='0'>Hajduk</Train>
		<Train column='0' page='0' row='0'>Seimen</Train>
		<Train column='0' page='0' row='0'>OpolchenetSingle</Train>
		<Train column='2' page='0' row='0'>OpolchenetArmy</Train>
		<Train column='1' page='0' row='0'>OpolchenetVoivod</Train>
		<Train column='1' page='0' row='0'>Maceman</Train>
		<Train column='2' page='0' row='0'>Dorobant</Train>
		<Train column='2' page='0' row='0'>Chetnik</Train>
		<Train column='2' page='0' row='0'>Klepht</Train>
		<Train column='3' page='0' row='0'>Vanator</Train>
		<Train column='3' page='0' row='0'>Chorofylax</Train>
		<Train column='1' page='1' row='0'>WOLserbianfire</Train>
		<Train column='1' page='1' row='0'>WOLMercKomiti</Train>
		<Tech column='0' page='1' row='0'>VeteranGreekBarracks</Tech>
		<Tech column='0' page='1' row='0'>GuardGreekBarracks</Tech>
		<Tech column='0' page='1' row='0'>ImperialGreekBarracks</Tech>
		<Tech column='0' page='1' row='0'>VeteranSerbianBarracks</Tech>
		<Tech column='0' page='1' row='0'>GuardSerbianBarracks</Tech>
		<Tech column='0' page='1' row='0'>ImperialSerbianBarracks</Tech>
		<Tech column='0' page='1' row='0'>VeteranRomanianBarracks</Tech>
		<Tech column='0' page='1' row='0'>GuardRomanianBarracks</Tech>
		<Tech column='0' page='1' row='0'>ImperialRomanianBarracks</Tech>
		<Tech column='0' page='1' row='0'>VeteranBulgarianBarracks</Tech>
		<Tech column='0' page='1' row='0'>GuardBulgarianBarracks</Tech>
		<Tech column='0' page='1' row='0'>ImperialBulgarianBarracks</Tech>
		<Tech column='0' page='2' row='0'>BalkanBarracks1</Tech>
		<Tech column='1' page='2' row='0'>BalkanBarracks2</Tech>
		<Tech column='2' page='2' row='0'>BalkanBarracks3</Tech>
		<Tech column='3' page='2' row='0'>BalkanBarracks4</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupBARRACKS01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupBARRACKS02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupBARRACKS03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupBARRACKS04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupBARRACKS01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupBARRACKS02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupBARRACKS03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupBARRACKS04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupBARRACKS01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupBARRACKS02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupBARRACKS03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupBARRACKS04</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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>blockhouse.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Active>0</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2143' name='HuntingLodge'>
		<DBID>2821</DBID>
		<DisplayNameID>601360</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\buildingsets\livestock_pen.xml</AnimFile>
		<DeadReplacement>BalkanRuins3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\huntinglodge</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\huntinglodgeBIG</PortraitIcon>
		<RolloverTextID>601361</RolloverTextID>
		<ShortRolloverTextID>29030</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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 column='0' page='0' row='0'>PeasantBULGARIAN</Train>
		<Train column='0' page='0' row='0'>Goose</Train>
		<Train column='1' page='0' row='0'>Sheep</Train>
		<Train column='2' page='0' row='0'>Cow</Train>
		<Tech column='0' page='1' row='0'>BalkanHunting1</Tech>
		<Tech column='0' page='1' row='0'>BalkanHunting2</Tech>
		<Tech column='0' page='1' row='0'>BalkanHerdable1</Tech>
		<Tech column='0' page='1' row='0'>BalkanHerdable2</Tech>
		<Tech column='0' page='1' row='0'>BalkanBuildingLOS1</Tech>
		<Tech column='0' page='1' row='0'>BalkanBuildingLOS2</Tech>
		<Tech column='0' page='1' row='0'>BalkanUnitLOS1</Tech>
		<Tech column='0' page='1' row='0'>BalkanUnitLOS2</Tech>
		<Train column='1' page='2' row='0'>WOLserbianfire</Train>
		<Tech column='0' page='2' row='0'>BalkanLodgeUp</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN04</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 column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>livestockpen.tactics</Tactics>
	</Unit>
	<Unit id='2144' name='InfantryVoivod'>
		<DBID>2822</DBID>
		<DisplayNameID>602359</DisplayNameID>
		<EditorNameID>602362</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Voivode Infantry\voivode.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\voivod_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\voivod_big</PortraitIcon>
		<RolloverTextID>602360</RolloverTextID>
		<ShortRolloverTextID>602361</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>InfantryVoivod.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2145' name='CavalryVoivod'>
		<DBID>2823</DBID>
		<DisplayNameID>602363</DisplayNameID>
		<EditorNameID>602366</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Voivode Cavalry\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\cavalry voivod_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\cavalry voivod_big</PortraitIcon>
		<RolloverTextID>602364</RolloverTextID>
		<ShortRolloverTextID>602365</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.8000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>CavalryVoivod.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2146' name='OpolchenetSingle'>
		<DBID>2824</DBID>
		<DisplayNameID>602367</DisplayNameID>
		<EditorNameID>602368</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<PopulationCount>2</PopulationCount>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\opalchenets_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\opalchenets_BIG</PortraitIcon>
		<RolloverTextID>602369</RolloverTextID>
		<ShortRolloverTextID>602370</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<TrainPoints>10.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<LOS>20.0000</LOS>
		<AllowedAge>3</AllowedAge>
		<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>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2147' name='OpolchenetVoivod'>
		<DBID>2825</DBID>
		<DisplayNameID>602371</DisplayNameID>
		<EditorNameID>602372</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\VoivodInfIcon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\VoivodInfIconPortrait</PortraitIcon>
		<RolloverTextID>602373</RolloverTextID>
		<ShortRolloverTextID>602374</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<PopulationCount>12</PopulationCount>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Food'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<LOS>20.0000</LOS>
		<AllowedAge>3</AllowedAge>
		<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>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2148' name='OpolchenetArmy'>
		<DBID>2826</DBID>
		<DisplayNameID>602375</DisplayNameID>
		<EditorNameID>602376</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<PopulationCount>22</PopulationCount>
		<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>
		<RolloverTextID>602377</RolloverTextID>
		<ShortRolloverTextID>602378</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>500.0000</Bounty>
		<BuildBounty>500.0000</BuildBounty>
		<Cost resourcetype='Food'>900.0000</Cost>
		<Cost resourcetype='Gold'>900.0000</Cost>
		<LOS>20.0000</LOS>
		<AllowedAge>3</AllowedAge>
		<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>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2149' name='SpasitelSingle'>
		<DBID>2827</DBID>
		<DisplayNameID>602379</DisplayNameID>
		<EditorNameID>602380</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\spasitel_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\spasitel_big</PortraitIcon>
		<RolloverTextID>602381</RolloverTextID>
		<ShortRolloverTextID>602382</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<TrainPoints>15.0000</TrainPoints>
		<PopulationCount>3</PopulationCount>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>150.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<LOS>20.0000</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>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2150' name='SpasitelVoivod'>
		<DBID>2828</DBID>
		<DisplayNameID>602383</DisplayNameID>
		<EditorNameID>602384</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\squad\flag_bearer\flag_bearer_default.xml</AnimFile>
		<RolloverTextID>602385</RolloverTextID>
		<ShortRolloverTextID>602386</ShortRolloverTextID>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PopulationCount>18</PopulationCount>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\cavalry voivod_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\cavalry voivod_big</PortraitIcon>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>200.0000</Bounty>
		<BuildBounty>200.0000</BuildBounty>
		<Cost resourcetype='Food'>750.0000</Cost>
		<Cost resourcetype='Gold'>750.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<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>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2151' name='SpasitelArmy'>
		<DBID>2829</DBID>
		<DisplayNameID>602387</DisplayNameID>
		<EditorNameID>602388</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>
		<RolloverTextID>602389</RolloverTextID>
		<ShortRolloverTextID>602390</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<PopulationCount>33</PopulationCount>
		<TrainPoints>250.0000</TrainPoints>
		<Bounty>400.0000</Bounty>
		<BuildBounty>400.0000</BuildBounty>
		<Cost resourcetype='Food'>1300.0000</Cost>
		<Cost resourcetype='Gold'>1300.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<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>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractBannerArmy</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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>Tactic1</Command>
		<Command column='1' page='9'>Tactic5</Command>
		<Command column='2' page='9'>Tactic6</Command>
		<Command column='3' page='9'>SquadLock</Command>
		<Command column='4' page='9'>SquadUnlock</Command>
		<Tactics>envoy.tactics</Tactics>
	</Unit>
	<Unit id='2152' name='Krajisnik'>
		<DBID>2830</DBID>
		<DisplayNameID>601781</DisplayNameID>
		<EditorNameID>601782</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<AnimFile>War of the Triple Alliance\Units\Kranjisnik\habsburg_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Krajisnik_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Krajisnik_BIG</PortraitIcon>
		<RolloverTextID>81149</RolloverTextID>
		<ShortRolloverTextID>81150</ShortRolloverTextID>
		<InitialHitpoints>440.0000</InitialHitpoints>
		<MaxHitpoints>440.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>240.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2154' name='ConsulateBengalSepoy'>
		<DBID>2852</DBID>
		<DisplayNameID>602771</DisplayNameID>
		<EditorNameID>602772</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_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>602774</RolloverTextID>
		<ShortRolloverTextID>602773</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>34.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Trade'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2155' name='ConsulateSiegeElephant'>
		<DBID>2853</DBID>
		<DisplayNameID>602775</DisplayNameID>
		<EditorNameID>602776</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>4.5000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_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>602778</RolloverTextID>
		<ShortRolloverTextID>602777</ShortRolloverTextID>
		<InitialHitpoints>700.0000</InitialHitpoints>
		<MaxHitpoints>700.0000</MaxHitpoints>
		<LOS>29.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Trade'>700.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<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>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateSiegeFortress</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>siegeelephant2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageBonus type='Ship'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2156' name='ConsulatePapalGuard'>
		<DBID>2854</DBID>
		<DisplayNameID>602779</DisplayNameID>
		<EditorNameID>602780</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Consulate\consulate_halberdier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\halberdier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\halberdier_portrait</PortraitIcon>
		<RolloverTextID>602782</RolloverTextID>
		<ShortRolloverTextID>602781</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Trade'>120.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='610000' name ='RT_Bone_spanish'>
		<DBID>610000</DBID>
		<DisplayNameID>610000</DisplayNameID>
		<EditorNameID>610000</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spanish_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610001' name ='RT_Bone_british'>
		<DBID>610001</DBID>
		<DisplayNameID>610001</DisplayNameID>
		<EditorNameID>610001</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\british_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610002' name ='RT_Bone_french'>
		<DBID>610002</DBID>
		<DisplayNameID>610002</DisplayNameID>
		<EditorNameID>610002</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\french_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610003' name ='RT_Bone_portuguese'>
		<DBID>610003</DBID>
		<DisplayNameID>610003</DisplayNameID>
		<EditorNameID>610003</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\portuguese_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610004' name ='RT_Bone_dutch'>
		<DBID>610004</DBID>
		<DisplayNameID>610004</DisplayNameID>
		<EditorNameID>610004</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\dutch_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610005' name ='RT_Bone_russians'>
		<DBID>610005</DBID>
		<DisplayNameID>610005</DisplayNameID>
		<EditorNameID>610005</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\russians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610006' name ='RT_Bone_germans'>
		<DBID>610006</DBID>
		<DisplayNameID>610006</DisplayNameID>
		<EditorNameID>610006</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\germans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610007' name ='RT_Bone_ottomans'>
		<DBID>610007</DBID>
		<DisplayNameID>610007</DisplayNameID>
		<EditorNameID>610007</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\ottomans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610008' name ='RT_Bone_habsburgs'>
		<DBID>610008</DBID>
		<DisplayNameID>610008</DisplayNameID>
		<EditorNameID>610008</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\habsburgs_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610009' name ='RT_Bone_spcact1'>
		<DBID>610009</DBID>
		<DisplayNameID>610009</DisplayNameID>
		<EditorNameID>610009</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcact1_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610010' name ='RT_Bone_spcact2'>
		<DBID>610010</DBID>
		<DisplayNameID>610010</DisplayNameID>
		<EditorNameID>610010</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcact2_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610011' name ='RT_Bone_spcact3'>
		<DBID>610011</DBID>
		<DisplayNameID>610011</DisplayNameID>
		<EditorNameID>610011</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcact3_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610012' name ='RT_Bone_pirate'>
		<DBID>610012</DBID>
		<DisplayNameID>610012</DisplayNameID>
		<EditorNameID>610012</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\pirate_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610013' name ='RT_Bone_thecircle'>
		<DBID>610013</DBID>
		<DisplayNameID>610013</DisplayNameID>
		<EditorNameID>610013</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\thecircle_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610014' name ='RT_Bone_nativeamerican'>
		<DBID>610014</DBID>
		<DisplayNameID>610014</DisplayNameID>
		<EditorNameID>610014</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\nativeamerican_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610015' name ='RT_Bone_spccompany'>
		<DBID>610015</DBID>
		<DisplayNameID>610015</DisplayNameID>
		<EditorNameID>610015</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spccompany_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610016' name ='RT_Bone_xpiroquois'>
		<DBID>610016</DBID>
		<DisplayNameID>610016</DisplayNameID>
		<EditorNameID>610016</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\xpiroquois_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610017' name ='RT_Bone_xpsioux'>
		<DBID>610017</DBID>
		<DisplayNameID>610017</DisplayNameID>
		<EditorNameID>610017</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\xpsioux_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610018' name ='RT_Bone_xpaztec'>
		<DBID>610018</DBID>
		<DisplayNameID>610018</DisplayNameID>
		<EditorNameID>610018</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\xpaztec_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610019' name ='RT_Bone_japanese'>
		<DBID>610019</DBID>
		<DisplayNameID>610019</DisplayNameID>
		<EditorNameID>610019</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\japanese_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610020' name ='RT_Bone_chinese'>
		<DBID>610020</DBID>
		<DisplayNameID>610020</DisplayNameID>
		<EditorNameID>610020</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\chinese_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610021' name ='RT_Bone_indians'>
		<DBID>610021</DBID>
		<DisplayNameID>610021</DisplayNameID>
		<EditorNameID>610021</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\indians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610022' name ='RT_Bone_spcchinese'>
		<DBID>610022</DBID>
		<DisplayNameID>610022</DisplayNameID>
		<EditorNameID>610022</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcchinese_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610023' name ='RT_Bone_spcjapanese'>
		<DBID>610023</DBID>
		<DisplayNameID>610023</DisplayNameID>
		<EditorNameID>610023</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcjapanese_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610024' name ='RT_Bone_spcindians'>
		<DBID>610024</DBID>
		<DisplayNameID>610024</DisplayNameID>
		<EditorNameID>610024</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcindians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610025' name ='RT_Bone_spcjapaneseenemy'>
		<DBID>610025</DBID>
		<DisplayNameID>610025</DisplayNameID>
		<EditorNameID>610025</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\spcjapaneseenemy_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610026' name ='RT_Bone_tawantinsuyu'>
		<DBID>610026</DBID>
		<DisplayNameID>610026</DisplayNameID>
		<EditorNameID>610026</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\tawantinsuyu_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610027' name ='RT_Bone_wallmapu'>
		<DBID>610027</DBID>
		<DisplayNameID>610027</DisplayNameID>
		<EditorNameID>610027</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\wallmapu_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610028' name ='RT_Bone_tupinamba'>
		<DBID>610028</DBID>
		<DisplayNameID>610028</DisplayNameID>
		<EditorNameID>610028</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\tupinamba_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610029' name ='RT_Bone_bulgarians'>
		<DBID>610029</DBID>
		<DisplayNameID>610029</DisplayNameID>
		<EditorNameID>610029</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\bulgarians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610030' name ='RT_Bone_greeks'>
		<DBID>610030</DBID>
		<DisplayNameID>610030</DisplayNameID>
		<EditorNameID>610030</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\greeks_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610031' name ='RT_Bone_xpspc'>
		<DBID>610031</DBID>
		<DisplayNameID>610031</DisplayNameID>
		<EditorNameID>610031</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\xpspc_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610032' name ='RT_Bone_serbians'>
		<DBID>610032</DBID>
		<DisplayNameID>610032</DisplayNameID>
		<EditorNameID>610032</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\serbians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610033' name ='RT_Bone_argentineans'>
		<DBID>610033</DBID>
		<DisplayNameID>610033</DisplayNameID>
		<EditorNameID>610033</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\argentineans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610034' name ='RT_Bone_brazilians'>
		<DBID>610034</DBID>
		<DisplayNameID>610034</DisplayNameID>
		<EditorNameID>610034</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\brazilians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610035' name ='RT_Bone_chileans'>
		<DBID>610035</DBID>
		<DisplayNameID>610035</DisplayNameID>
		<EditorNameID>610035</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\chileans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610036' name ='RT_Bone_colombians'>
		<DBID>610036</DBID>
		<DisplayNameID>610036</DisplayNameID>
		<EditorNameID>610036</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\colombians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610037' name ='RT_Bone_mexicans'>
		<DBID>610037</DBID>
		<DisplayNameID>610037</DisplayNameID>
		<EditorNameID>610037</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\mexicans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610038' name ='RT_Bone_paraguayans'>
		<DBID>610038</DBID>
		<DisplayNameID>610038</DisplayNameID>
		<EditorNameID>610038</EditorNameID>
		<ObstructionRadiusX>0.0001</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0001</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>replace_texture\paraguayans_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<TrainPoints>0.0001</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Flag>OnlyInEditor</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='610039' name ='RT_Bone_australians'>
		<DBID>610039</DBID>
		<DisplayNameID>610039</DisplayNameID>
		<EditorNameID>610039</EditorNameID>
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		<MovementType>land</MovementType>
		<AnimFile>replace_texture\australians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
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		<AnimFile>replace_texture\canadians_rt_anim.xml</AnimFile>
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		<InitialHitpoints>100.0000</InitialHitpoints>
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	<Unit id='610041' name ='RT_Bone_unitedstates'>
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		<AnimFile>replace_texture\unitedstates_rt_anim.xml</AnimFile>
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		<InitialHitpoints>100.0000</InitialHitpoints>
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	<Unit id='610042' name ='RT_Bone_belgians'>
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		<AnimFile>replace_texture\danish_rt_anim.xml</AnimFile>
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		<InitialHitpoints>100.0000</InitialHitpoints>
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	<Unit id='610044' name ='RT_Bone_italians'>
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		<AnimFile>replace_texture\italians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
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	<Unit id='610045' name ='RT_Bone_swedish'>
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		<AnimFile>replace_texture\swedish_rt_anim.xml</AnimFile>
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		<InitialHitpoints>100.0000</InitialHitpoints>
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	<Unit id='610046' name ='RT_Bone_persians'>
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		<MovementType>land</MovementType>
		<AnimFile>replace_texture\persians_rt_anim.xml</AnimFile>
		<PhysicsInfo>dude</PhysicsInfo>
		<InitialHitpoints>100.0000</InitialHitpoints>
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		<Flag>NoUnitAI</Flag>
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	<Unit id='610047' name ='RT_Bone_Peruvians'>
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		<AnimFile>replace_texture\mexicans_rt_anim.xml</AnimFile>
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		<InitialHitpoints>100.0000</InitialHitpoints>
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		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
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		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\shaguma\shaguma.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\shaguma_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\shaguma_big</PortraitIcon>
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		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
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		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>japaneseRangedInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
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		<ProtoAction>
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			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
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			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
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			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
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			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
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		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
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		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
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			<ROF>1.500000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
 	<Unit id='2159' name='Kihei'>
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		<DisplayNameID>602842</DisplayNameID>
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		<MaxVelocity>4.0000</MaxVelocity>
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		<MovementType>land</MovementType>
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		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\kihei\kihei.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\kihei_small</Icon>
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		<RolloverTextID>602845</RolloverTextID>
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		<UnitAIType>RangedCombative</UnitAIType>
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		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>japaneseRangedInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.800000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.800000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>14.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.800000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2160' name='GuntoRider'>
		<DBID>2858</DBID>
		<DisplayNameID>602846</DisplayNameID>
		<EditorNameID>602847</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.9500</MaxVelocity>
		<MaxRunVelocity>8.9500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\gunto\gunto_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\gunto_rider_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\gunto_rider_BIG</PortraitIcon>
		<RolloverTextID>602849</RolloverTextID>
		<ShortRolloverTextID>602848</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>0.670000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2161' name='Kanouhou'>
		<DBID>2859</DBID>
		<DisplayNameID>602850</DisplayNameID>
		<EditorNameID>602851</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.2000</MaxVelocity>
		<MaxRunVelocity>5.2000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\kanouhou\kanouhou.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\kanouhou_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\kanouhou_big</PortraitIcon>
		<RolloverTextID>602853</RolloverTextID>
		<ShortRolloverTextID>602852</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2162' name='Joukisen'>
		<DBID>2860</DBID>
		<DisplayNameID>601372</DisplayNameID>
		<EditorNameID>601373</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\joukisen\joukisen.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>601374</RolloverTextID>
		<ShortRolloverTextID>601375</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='5162' name='WOTTAcoalmine'>
		<DBID>19</DBID>
		<DisplayNameID>31145</DisplayNameID>
		<PopulationCount>1</PopulationCount>
		<EditorNameID>31146</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\miner</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>31144</RolloverTextID>
		<ShortRolloverTextID>31143</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='0' row='0'>RockBridgeRight</Train>
		<Train column='1' page='0' row='0'>RockBridgeLeft</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Tactics>coalmine.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='RockBridgeLeft'>1.000000</Rate>
			<Rate type='RockBridgeRight'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.7500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='601022' name='AURbuildings'>
		<DBID>601022</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601263</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\buildings.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='2499' name='AURtimbuktu'>
		<DBID>24</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601264</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\timbuktu.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='601023' name='AURalamut'>
		<DBID>601023</DBID>
		<DisplayNameID>601265</DisplayNameID>
		<EditorNameID>601265</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\alamut.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2outpost</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<MinimapIcon>War of the Triple Alliance\Buildings\alamut</MinimapIcon>
		<Icon>buildings\outpost\outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\outpost\outpost_portrait</PortraitIcon>
		<RolloverTextID>26306</RolloverTextID>
		<ShortRolloverTextID>26305</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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>
		<Flag>RMCanRotate</Flag>
		<Tech column='0' page='0' row='0'>FortifiedOutpost</Tech>
		<Tech column='0' page='0' row='0'>FrontierOutpost</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost01LA</Tech>
		<Tech column='0' page='0' row='0'>WOTTAoutpost02LA</Tech>
		<Tech column='2' page='0' row='1'>ChurchGasLighting</Tech>
		<Tech column='1' page='0' row='1'>ChurchTownWatch</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01LA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas01NA</Tech>
		<Tech column='2' page='0' row='1'>WOTTAgas02NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01LA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch01NA</Tech>
		<Tech column='1' page='0' row='1'>WOTTAtownwatch02NA</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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2498' name='AURcivilian'>
		<DBID>601024</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601267</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\civilian.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601024' name='AURcivilianegyptian'>
		<DBID>28</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601266</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\civilianegyptian.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601025' name='AURivoryprops'>
		<DBID>601025</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601268</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\ivory.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601026' name='AURgoldprops'>
		<DBID>601026</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601269</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\nugget.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601027' name='AURrubberprops'>
		<DBID>601027</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601270</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\rubber.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601028' name='AURdiamondsprops'>
		<DBID>601028</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601271</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\diamonds.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601029' name='AURoilprops'>
		<DBID>601029</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601272</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\oil.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601030' name='AURebonyprops'>
		<DBID>601030</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601273</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\ebony.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601031' name='AURpalmoilprops'>
		<DBID>601031</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601274</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\palmoil.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601032' name='AURgemsprops'>
		<DBID>601032</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601275</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\gems.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601033' name='AURvanillaprops'>
		<DBID>601033</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601276</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\vanilla.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601034' name='AURslavesprops'>
		<DBID>601034</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601277</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\slaves.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601035' name='AURpapyrusprops'>
		<DBID>601035</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601278</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\papyrus.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='601301' name='DLCarbalester'>
		<DBID>601301</DBID>
		<DisplayNameID>601301</DisplayNameID>
		<EditorNameID>601353</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\arbalester\arbalester.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\arbalester</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\arbalesterBIG</PortraitIcon>
		<RolloverTextID>601309</RolloverTextID>
		<ShortRolloverTextID>601310</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601311' name='DLCknight'>
		<DBID>601311</DBID>
		<DisplayNameID>601311</DisplayNameID>
		<EditorNameID>601354</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\knight\knight_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\knight</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\knightBIG</PortraitIcon>
		<RolloverTextID>601319</RolloverTextID>
		<ShortRolloverTextID>601320</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Food'>130.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>75.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='601299' name='DLCswordsman'>
		<DBID>601299</DBID>
		<DisplayNameID>601299</DisplayNameID>
		<EditorNameID>601355</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\swordsman\swordsman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\swordsman</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\swordsmanBIG</PortraitIcon>
		<RolloverTextID>601300</RolloverTextID>
		<ShortRolloverTextID>25702</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>dlcswordsman.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.700000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.700000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601331' name='DLCpikeman'>
		<DBID>601331</DBID>
		<DisplayNameID>601331</DisplayNameID>
		<EditorNameID>601356</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\ranseur\ranseur.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\ranseur</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\ranseurBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>601337</RolloverTextID>
		<ShortRolloverTextID>601338</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601347' name='DLChospitaller'>
		<DBID>601347</DBID>
		<DisplayNameID>601347</DisplayNameID>
		<EditorNameID>601357</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\hospitaller\hospitaller.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\hospitaller</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\hospitallerBIG</PortraitIcon>
		<RolloverTextID>601351</RolloverTextID>
		<ShortRolloverTextID>601352</ShortRolloverTextID>
		<InitialHitpoints>380.0000</InitialHitpoints>
		<MaxHitpoints>380.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='601339' name='DLCwarhammer'>
		<DBID>601339</DBID>
		<DisplayNameID>601339</DisplayNameID>
		<EditorNameID>601358</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>War of the Triple Alliance\DLC\Malta\warhammer\warhammer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\warhammer</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\warhammerBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>601345</RolloverTextID>
		<ShortRolloverTextID>601346</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sapper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<ROF>4.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='601321' name='DLClongbowman'>
		<DBID>601321</DBID>
		<DisplayNameID>601321</DisplayNameID>
		<EditorNameID>601359</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\longbowman\longbowman.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>601329</RolloverTextID>
		<ShortRolloverTextID>601330</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractArcher</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>0.800000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.800000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='452' name='Atlatl'>
		<DBID>6</DBID>
		<DisplayNameID>23513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>20.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>units\natives\attachment_atlatl.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='1678' name='TreeSavannah'>
		<DBID>30</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>44003</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\treesavannah.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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1681' name='TreeCerrado'>
		<DBID>31</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>44003</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\treecerrado.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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='601110' name='Crab'>
		<DBID>46</DBID>
		<DisplayNameID>601110</DisplayNameID>
		<EditorNameID>601110</EditorNameID>
		<ObstructionRadiusX>0.2900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.6000</MaxVelocity>
		<MaxRunVelocity>2.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Delta\African Animals\crab\crab.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Crab</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Crab_Big</PortraitIcon>
		<RolloverTextID>26177</RolloverTextID>
		<ShortRolloverTextID>26176</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>200.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>4</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='601111' name='WOLegyptianobelisk'>
		<DBID>601111</DBID>
		<DisplayNameID>601111</DisplayNameID>
		<EditorNameID>601111</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\obelisk.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>
	</Unit>
	<Unit id='1682' name='WOLegyptiantemple'>
		<DBID>49</DBID>
		<DisplayNameID>601111</DisplayNameID>
		<EditorNameID>601111</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\temple.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>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
	</Unit>
	<Unit id='1683' name='WOLegyptianpharaoh'>
		<DBID>52</DBID>
		<DisplayNameID>601111</DisplayNameID>
		<EditorNameID>601111</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\pharaoh.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>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
	</Unit>
	<Unit id='601112' name='TreeBaobab'>
		<DBID>601112</DBID>
		<DisplayNameID>601112</DisplayNameID>
		<EditorNameID>601112</EditorNameID>
		<ObstructionRadiusX>1.6000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.6000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\Treebaobab.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>28.0000</InitialHitpoints>
		<MaxHitpoints>28.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>1000.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<GathererLimit>12</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>UnlimitedSupply</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='1684' name='WOLMoai'>
		<DBID>601113</DBID>
		<DisplayNameID>601113</DisplayNameID>
		<EditorNameID>601113</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>War of the Triple Alliance\Delta\nature\moaiicon</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Delta\nature\moai.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Moai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Moai_Big</PortraitIcon>
		<RolloverTextID>601108</RolloverTextID>
		<ShortRolloverTextID>601108</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<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>Wood</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Tracked</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Tactics>WOLmoai.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Wood'>0.50000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1685' name='WOLmoaiBIG'>
		<DBID>57</DBID>
		<DisplayNameID>601113</DisplayNameID>
		<EditorNameID>601113</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Delta\nature\moaiBIG.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Moai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Moai_Big</PortraitIcon>
		<RolloverTextID>601114</RolloverTextID>
		<ShortRolloverTextID>601114</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>9.0000</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>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='601113' name='WOLmoaiSMALL'>
		<DBID>58</DBID>
		<DisplayNameID>601113</DisplayNameID>
		<EditorNameID>601113</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Delta\nature\moaismall.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Moai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Moai_Big</PortraitIcon>
		<RolloverTextID>601114</RolloverTextID>
		<ShortRolloverTextID>601114</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>9.0000</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>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='601118' name='JabuticabaBush'>
		<DBID>601118</DBID>
		<DisplayNameID>601118</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\jabuticaba.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Jabuticaba</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Jabuticaba_Big</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='601119' name='WOLimpaledcorpses'>
		<DBID>601119</DBID>
		<DisplayNameID>601119</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<Lifespan>300.0000</Lifespan>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Romanians\corpses.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2outpost</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>601193</RolloverTextID>
		<ShortRolloverTextID>601193</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>666</BuildLimit>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>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>CountsTowardMilitaryScore</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>RMCanRotate</Flag>
		<Tactics>WOLimpaledcorpses.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='600800' name ='WOLcorpsepult'>
		<DBID>600800</DBID>
		<DisplayNameID>600800</DisplayNameID>
		<EditorNameID>600801</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>1.500</ObstructionRadiusX>
		<ObstructionRadiusZ>1.500</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>2.0000</TurnRate>
		<AnimFile>Units\KnB\Catapult\Catapult_main.xml</AnimFile>
		<ImpactType>wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\african\catapult</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\catapultbig</PortraitIcon>
		<RolloverTextID>600802</RolloverTextID>
		<ShortRolloverTextID>600803</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype ="Wood">300.0000</Cost>
		<Cost resourcetype ="Gold">200.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type ="Ranged" value ="0.7500"></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeLandMilitary</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>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractArtillery</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>WOLCatapult.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>6.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>6.500000</ROF>
			<DamageBonus type ="Building">1.000000</DamageBonus>
			<DamageBonus type ="AbstractInfantry">1.000000</DamageBonus>
			<DamageBonus type ="AbstractArtillery">0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1686' name ='WOLcorpsepultball'>
		<DBID>600801</DBID>
		<DisplayNameID></DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>14.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<DeadReplacement>WOLcorpsepultplaga</DeadReplacement>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\Romanians\Corpsepult\catapultball.xml</AnimFile>
		<Lifespan>10.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>Invulnerable</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>DestroyProjectile</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='444155' name ='WOLcorpsepultplaga'>
		<DBID>444155</DBID>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>1.0000</MaxVelocity>
		<MaxRunVelocity>3.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>100</WanderDistance>
		<DisplayNameID>444155</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Nature\plaga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>1.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<Lifespan>16.0000</Lifespan>
		<UnitAIType>Passive</UnitAIType>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Unit</UnitType>
		<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>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>NonSolid</Flag>
		<Flag>UnlimitedSupply</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>plaga.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>2.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type ='Abstractvillager'>1.000000</DamageBonus>
			<DamageBonus type ='AbstractFarm'>10.000000</DamageBonus>
			<DamageBonus type ='Herd'>2.000000</DamageBonus>
			<DamageBonus type ='Military'>0.300000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601120' name='SugarCaneBush'>
		<DBID>601120</DBID>
		<DisplayNameID>601120</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\sugarcane.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Sugar</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Sugar_Big</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='601121' name='Crowned Crane'>
		<DBID>601121</DBID>
		<DisplayNameID>601121</DisplayNameID>
		<ObstructionRadiusX>0.2900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Delta\African Animals\crane\crane_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Delta\African Animals\icons\crane</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\African Animals\icons\craneBIG</PortraitIcon>
		<RolloverTextID>28614</RolloverTextID>
		<ShortRolloverTextID>28613</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='601122' name='Pheasant'>
		<DBID>601122</DBID>
		<DisplayNameID>601122</DisplayNameID>
		<ObstructionRadiusX>0.3900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Delta\African Animals\pheasant\pheasant.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Delta\African Animals\icons\pheasant</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\African Animals\icons\pheasantBIG</PortraitIcon>
		<RolloverTextID>26177</RolloverTextID>
		<ShortRolloverTextID>26176</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='601123' name='WOLbicycleinfantry'>
		<DBID>601123</DBID>
		<DisplayNameID>601109</DisplayNameID>
		<EditorNameID>601123</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Belgians\bicycle\bicycle.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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='444099' name='FennecFox'>
		<DBID>443099</DBID>
		<DisplayNameID>1000437</DisplayNameID>
		<ObstructionRadiusX>0.1900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Delta\African Animals\fennecfox\fox_base.xml</AnimFile>
		<Icon>War of the Triple Alliance\Delta\African Animals\icons\fennec</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\African Animals\icons\fennecBIG</PortraitIcon>
		<RolloverTextID>1000438</RolloverTextID>
		<ShortRolloverTextID>70887</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>60.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Gold'>200.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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='1754' name='Beehive'>
		<DBID>59</DBID>
		<DisplayNameID>601251</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Beehive\beehive.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3plantation</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\beehive</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\beehiveBIG</PortraitIcon>
		<RolloverTextID>601252</RolloverTextID>
		<ShortRolloverTextID>601253</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>1</GathererLimit>
		<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 column='0' page='1' row='0'>EarthCeremony</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>
		<Tactics>plantation.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1810' name='EGYpyramidlarge'>
		<DBID>60</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<ObstructionRadiusX>12.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>12.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Statues\pyramid.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Buildingsets\Delta\Statues\pyramid_icon</MinimapIcon>
		<RolloverTextID>600943</RolloverTextID>
		<ShortRolloverTextID>600943</ShortRolloverTextID>
		<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>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='601124' name='BananaBush'>
		<DBID>601124</DBID>
		<DisplayNameID>601124</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\banana.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Banana</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Banana_Big</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>
		<Flag>RMCanRotate</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='601125' name='Headstone'>
		<DBID>601125</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\headstone.xml</AnimFile>
		<RolloverTextID />
		<ShortRolloverTextID />
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='601126' name='PYabandonedbuilding'>
		<DBID>601126</DBID>
		<DisplayNameID>601126</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\asuncionbuildings\abandonedbuilding.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\AbandonedBuilding</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\AbandonedBuilding_Big</PortraitIcon>
		<RolloverTextID>601127</RolloverTextID>
		<ShortRolloverTextID>601127</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>ConvertsHerds</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>ForceToGaia</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='601128' name='BALKANStarFort'>
		<DBID>601128</DBID>
		<DisplayNameID>601128</DisplayNameID>
		<ObstructionRadiusX>15.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>15.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Star Fort\starfort.xml</AnimFile>
		<DeadReplacement>BalkanRuins15x15</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\outpost\outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\outpost\outpost_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<RolloverTextID>601129</RolloverTextID>
		<ShortRolloverTextID>601129</ShortRolloverTextID>
		<InitialHitpoints>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>Hajduk</Train>
		<Train column='0' page='0' row='0'>Seimen</Train>
		<Train column='0' page='0' row='0'>OpolchenetSingle</Train>
		<Train column='1' page='0' row='0'>OpolchenetVoivod</Train>
		<Train column='2' page='0' row='0'>OpolchenetArmy</Train>
		<Train column='1' page='0' row='0'>Maceman</Train>
		<Train column='2' page='0' row='0'>Dorobant</Train>
		<Train column='2' page='0' row='0'>Chetnik</Train>
		<Train column='2' page='0' row='0'>Klepht</Train>
		<Train column='3' page='0' row='0'>Vanator</Train>
		<Train column='3' page='0' row='0'>Chorofylax</Train>
		<Train column='3' page='0' row='0'>SpasitelSingle</Train>
		<Train column='4' page='0' row='0'>SpasitelVoivod</Train>
		<Train column='5' page='0' row='0'>SpasitelArmy</Train>
		<Train column='0' page='0' row='0'>Stradiot</Train>
		<Train column='1' page='0' row='0'>Boyar</Train>
		<Train column='2' page='0' row='0'>Marauder</Train>
		<Train column='2' page='0' row='0'>Konjanik</Train>
		<Train column='2' page='0' row='0'>Calarashi</Train>
		<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 column='0' page='0' row='0'>FortifiedOutpost</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>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='1' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command>CancelNativeDance</Command>
		<Command>StartNativeDance</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601130' name='BALKANruins'>
		<DBID>601130</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins.xml</AnimFile>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<UnitType>EmbellishmentClass</UnitType>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<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>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601131' name='BALKANruins2x2'>
		<DBID>601131</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins2x2.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601132' name='BALKANruins3x3'>
		<DBID>601132</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins3x3.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601133' name='BALKANruins4x4'>
		<DBID>601133</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins4x4.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601134' name='BALKANruins4x4TownCenter'>
		<DBID>601134</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins4x4.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble4x4TownCenter</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601135' name='BALKANruins5x3'>
		<DBID>601135</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins5x3.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble5x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601136' name='BALKANruins5x5'>
		<DBID>601136</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins5x5.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601137' name='BALKANruins15x15'>
		<DBID>601137</DBID>
		<DisplayNameID>601130</DisplayNameID>
		<EditorNameID>601130</EditorNameID>
		<ObstructionRadiusX>15.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>15.0000</ObstructionRadiusZ>
		<PhysicsInfo>house</PhysicsInfo>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Greeks\Ruins\ruins15x15.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Greek\GreekRuins_Big</PortraitIcon>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<RolloverTextID>601131</RolloverTextID>
		<ShortRolloverTextID>601131</ShortRolloverTextID>
		<ImpactType>Stone</ImpactType>
		<InitialHitpoints>0.0000</InitialHitpoints>
		<MaxHitpoints>0.0000</MaxHitpoints>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601143' name='BALKANcropkiller'>
		<DBID>601143</DBID>
		<DisplayNameID>60300</DisplayNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<Lifespan>0.5000</Lifespan>
		<MovementType>land</MovementType>
		<MaxVelocity>0.1000</MaxVelocity>
		<MaxRunVelocity>0.1000</MaxRunVelocity>
		<AnimFile>War of the Triple Alliance\Units\Musketeer\musketeer.xml</AnimFile>
		<ProjectileProtoUnit>InvisibleProjectileNoTracer</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TurnRate>18.0000</TurnRate>
		<LOS>5.0000</LOS>
		<UnitType>Ranged</UnitType>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>OnlyInEditor</Flag>
		<IdleTimeout>0.1000</IdleTimeout>
		<Tactics>BALKANcropkiller.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>0.100000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='601144' name='BALKANwheat'>
		<DBID>601144</DBID>
		<DisplayNameID>601195</DisplayNameID>
		<EditorNameID>601196</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\wheat_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPwheatBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPwheat</Icon>
		<RolloverTextID>601197</RolloverTextID>
		<ShortRolloverTextID>601198</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Wood'>10.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>900.0000</CarryCapacity>
		<Lifespan>45.0000</Lifespan>
		<InitialResource resourcetype='Food'>0.0000</InitialResource>
		<DeadReplacement>BalkanWheatStage2</DeadReplacement>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<!-- Tactics>BALKANcropstage1.tactics</Tactics -->
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='601145' name='BALKANWheatStage2'>
		<DBID>601145</DBID>
		<DisplayNameID>601195</DisplayNameID>
		<EditorNameID>601196</EditorNameID>
		<ObstructionRadiusX>1.000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\wheat_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPwheatBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPwheat</Icon>
		<RolloverTextID>601197</RolloverTextID>
		<ShortRolloverTextID>601198</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>10.0000</Cost>
		<CarryCapacity resourcetype='Food'>900.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>5</GathererLimit>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeValidSabotage</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>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>balkancropstage2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>1.750000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601139' name='BALKANbeet'>
		<DBID>601139</DBID>
		<DisplayNameID>601199</DisplayNameID>
		<EditorNameID>601200</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\beet_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPbeetBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPbeet</Icon>
		<RolloverTextID>601201</RolloverTextID>
		<ShortRolloverTextID>601202</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Lifespan>45.0000</Lifespan>
		<BuildPoints>5.0000</BuildPoints>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>700.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>0.0000</InitialResource>
		<DeadReplacement>BalkanBeetStage2</DeadReplacement>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<!-- Tactics>BALKANcropstage1.tactics</Tactics -->
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1701' name='BALKANbeetStage2'>
		<DBID>62</DBID>
		<DisplayNameID>601199</DisplayNameID>
		<EditorNameID>601200</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\beet_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPbeetBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPbeet</Icon>
		<RolloverTextID>601201</RolloverTextID>
		<ShortRolloverTextID>601202</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<CarryCapacity resourcetype='Food'>700.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>5</GathererLimit>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeValidSabotage</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>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>balkancropstage2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>1.612000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1825' name='BALKANcabbage'>
		<DBID>69</DBID>
		<DisplayNameID>601203</DisplayNameID>
		<EditorNameID>601204</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\cabbage_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPcabbageBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPcabbage</Icon>
		<RolloverTextID>601205</RolloverTextID>
		<ShortRolloverTextID>601206</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Lifespan>45.0000</Lifespan>
		<BuildPoints>5.0000</BuildPoints>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>1000.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>0.0000</InitialResource>
		<DeadReplacement>BalkanCabbageStage2</DeadReplacement>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<!-- Tactics>BALKANcropstage1.tactics</Tactics -->
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1854' name='BALKANCabbageStage2'>
		<DBID>70</DBID>
		<DisplayNameID>601203</DisplayNameID>
		<EditorNameID>601204</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\cabbage_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPcabbageBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPcabbage</Icon>
		<RolloverTextID>601205</RolloverTextID>
		<ShortRolloverTextID>601206</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<CarryCapacity resourcetype='Food'>1000.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>5</GathererLimit>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeValidSabotage</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>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>balkancropstage2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>1.6120000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1868' name='BALKANstrawberry'>
		<DBID>71</DBID>
		<DisplayNameID>601207</DisplayNameID>
		<EditorNameID>601208</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\strawberry_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPberryBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPberry</Icon>
		<RolloverTextID>601209</RolloverTextID>
		<ShortRolloverTextID>601210</ShortRolloverTextID>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<Lifespan>45.0000</Lifespan>
		<BuildPoints>5.0000</BuildPoints>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>1300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>0.0000</InitialResource>
		<DeadReplacement>BalkanStrawberryStage2</DeadReplacement>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>AbstractFarm</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<!-- Tactics>BALKANcropstage1.tactics</Tactics -->
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='1869' name='BALKANStrawberryStage2'>
		<DBID>72</DBID>
		<DisplayNameID>601207</DisplayNameID>
		<EditorNameID>601208</EditorNameID>
		<ObstructionRadiusX>3.000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Crops\strawberry_crops.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>crops.xml</PlacementFile>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\CROPberryBIG</PortraitIcon>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\CROPberry</Icon>
		<RolloverTextID>601209</RolloverTextID>
		<ShortRolloverTextID>601210</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<CarryCapacity resourcetype='Food'>1300.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>50.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>5</GathererLimit>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeValidSabotage</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>Unit</UnitType>
		<UnitType>HuntedResource</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotDieAtZeroHitpoints</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>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>balkancropstage2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>3.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='900233' name='Housebalkan'>
		<DBID>900233</DBID>
		<DisplayNameID>41972</DisplayNameID>
		<EditorNameID>601144</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\house\housebalkan.xml</AnimFile>
		<DeadReplacement>BalkanRuins2x2</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>house.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>41971</RolloverTextID>
		<ShortRolloverTextID>41970</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>house.tactics</Tactics>
			<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1871' name='WOLangelstatue'>
		<DBID>73</DBID>
		<DisplayNameID>601145</DisplayNameID>
		<EditorNameID>601145</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\statue\statue.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\angel</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\angelBIG</PortraitIcon>
		<RolloverTextID>601283</RolloverTextID>
		<ShortRolloverTextID>601283</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</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>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>angelStatue.tactics</Tactics>
		<ProtoAction>
			<Name>CondemnHereticHand</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='601148' name='RocketShellMini'>
		<DBID>601148</DBID>
		<DisplayNameID>601148</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Danish\espingol\rocket_base.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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='601146' name='Espingol'>
		<DBID>601146</DBID>
		<DisplayNameID>601146</DisplayNameID>
		<EditorNameID>601147</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\espingol\espingol.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>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>espingol.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601149' name='Vardo'>
		<DBID>601149</DBID>
		<DisplayNameID>601149</DisplayNameID>
		<EditorNameID>601149</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\Romanians\Vardo\vardo.xml</AnimFile>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\vardo_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\vardo_big</PortraitIcon>
		<RolloverTextID>604593</RolloverTextID>
		<ShortRolloverTextID>604594</ShortRolloverTextID>
		<InitialHitpoints>750.0000</InitialHitpoints>
		<MaxHitpoints>750.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<BuildLimit>1</BuildLimit>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.5000' />
		<MaxContained>10</MaxContained>
		<!-- UnitType>LogicalTypeValidSharpshoot</UnitType -->
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<!-- UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType -->
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<!-- UnitType>LogicalTypeMinimapFilterMilitary</UnitType -->
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<!-- UnitType>CountsTowardMilitaryScore</UnitType -->
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<!-- UnitType>Military</UnitType -->
		<UnitType>Ranged</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train column='0' page='0' row='0'>RomaSlave</Train>
		<Train column='1' page='0' row='0'>DancingBear</Train>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>AllowAutoGarrison</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>
		<Flag>HasGatherPoint</Flag>
		<Contain>RomaSlave</Contain>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='4' page='10'>ReturnToWork</Command>
		<Command column='5' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='10'>Eject</Command>
		<Tactics>transportwagon.tactics</Tactics>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageType>Ranged</DamageType>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='601150' name='Rottweiler'>
		<DBID>601150</DBID>
		<DisplayNameID>601150</DisplayNameID>
		<EditorNameID>601150</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\habsburgs\wardog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\habsburgs\rottweiler</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\habsburgs\rottweilerBIG</PortraitIcon>
		<RolloverTextID>72618</RolloverTextID>
		<ShortRolloverTextID>72619</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</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>HeroName2</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<MaxRange>0.500000</MaxRange>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<MaxRange>0.500000</MaxRange>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractLightInfantry'>2.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<MaxRange>0.500000</MaxRange>
		</ProtoAction>
	</Unit>
	<Unit id='601183' name='WOLraven'>
		<DBID>601183</DBID>
		<DisplayNameID>601183</DisplayNameID>
		<EditorNameID>601183</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\Romanians\raven\raven.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\raven_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\raven_big</PortraitIcon>
		<RolloverTextID>601184</RolloverTextID>
		<ShortRolloverTextID>601185</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>2.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>Aircraft</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>FlyingUnit</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>WOLraven.tactics</Tactics>
	</Unit>
	<Unit id='601186' name='WOLdomnitor'>
		<DBID>74</DBID>
		<DisplayNameID>601186</DisplayNameID>
		<EditorNameID>601186</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>4.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Domnitor\domnitor.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\domnitor_small</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\domnitor_big</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>601187</RolloverTextID>
		<ShortRolloverTextID>601188</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Presidio</Train>
		<Train column='2' page='6' row='0'>Salitrera</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>10000.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='99970' name='Paje'>
		<DBID>75</DBID>
		<DisplayNameID>604600</DisplayNameID>
		<EditorNameID>604600</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tupi\paje.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\medicine_man_icon</Icon>
		<PortraitIcon>units\natives\medicine_man_portrait</PortraitIcon>
		<RolloverTextID>604601</RolloverTextID>
		<ShortRolloverTextID>604601</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>25</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<CarryCapacity resourcetype='Fame'>1.0000</CarryCapacity>
		<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>AbstractVillager</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>paje.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='SANMonument'>0.100000</Rate>
			<Rate type='SANMonument2'>0.100000</Rate>
			<Rate type='SANMonument3'>0.100000</Rate>
			<MaxRange>0.500000</MaxRange>
		</ProtoAction>
	</Unit>
	<Unit id='601242' name='SANmonument'>
		<DBID>601242</DBID>
		<DisplayNameID>601242</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\monument.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>firepit.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\monument</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\monumentBIG</PortraitIcon>
		<RolloverTextID>601243</RolloverTextID>
		<ShortRolloverTextID>601244</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>Priest</Train>
		<Tech column='1' page='0' row='1'>RELIGIONpriest01</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest02</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest03</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest04</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith01</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith02</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith03</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith04</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONatheism</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONatheismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshamanism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshamanismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONanimism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcalvinism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcalvinismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONheliolatry</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONShamanism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShamanism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShamanism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShamanism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShamanism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONanimism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONanimism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONanimism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONanimism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONanimism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONanimism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONcalvinism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONcalvinism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONcalvinism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONcalvinism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONcalvinism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONcalvinism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONheliolatry01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONheliolatry02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONheliolatry03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONheliolatry04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONheliolatry05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONheliolatry06</Tech>
		<Tech column='1' page='0' row='0'>ChurchSpacerPriest</Tech>
		<Tech column='3' page='1' row='0'>ChurchSpacer01</Tech>
		<Tech column='4' page='1' row='0'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='0'>ChurchSpacer03</Tech>
		<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>
		<UnitType>Resource</UnitType>
		<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>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>monument.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1849' name='SANmonument2'>
		<DBID>76</DBID>
		<DisplayNameID>601242</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\monument.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>firepit.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\monument</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\monumentBIG</PortraitIcon>
		<RolloverTextID>601243</RolloverTextID>
		<ShortRolloverTextID>601244</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>Priest</Train>
		<Tech column='1' page='0' row='1'>RELIGIONpriest01</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest02</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest03</Tech>
		<Tech column='1' page='0' row='1'>RELIGIONpriest04</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith01</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith02</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith03</Tech>
		<Tech column='2' page='0' row='2'>RELIGIONfaith04</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONatheism</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONatheismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshamanism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONshamanismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONanimism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcalvinism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONcalvinismtupi</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONheliolatry</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONShamanism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShamanism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShamanism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShamanism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShamanism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONanimism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONanimism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONanimism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONanimism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONanimism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONanimism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONcalvinism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONcalvinism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONcalvinism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONcalvinism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONcalvinism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONcalvinism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONheliolatry01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONheliolatry02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONheliolatry03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONheliolatry04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONheliolatry05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONheliolatry06</Tech>
		<Tech column='1' page='0' row='0'>ChurchSpacerPriest</Tech>
		<Tech column='3' page='1' row='0'>ChurchSpacer01</Tech>
		<Tech column='4' page='1' row='0'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='0'>ChurchSpacer03</Tech>
		<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>
		<UnitType>Resource</UnitType>
		<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>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>monument.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601243' name='SANmonument3'>
		<DBID>601243</DBID>
		<DisplayNameID>601242</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\monument.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>firepit.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\monument</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\monumentBIG</PortraitIcon>
		<RolloverTextID>601243</RolloverTextID>
		<ShortRolloverTextID>601244</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Armor type='Siege' value='0.0000' />
		<Train column='0' page='0' row='0'>Priest</Train>
		<Tech column='1' page='0' row='1'>WOLReligionPriestTupi01</Tech>
		<Tech column='1' page='0' row='1'>WOLReligionPriestTupi02</Tech>
		<Tech column='1' page='0' row='1'>WOLReligionPriestTupi03</Tech>
		<Tech column='2' page='0' row='2'>WOLReligionFaithTupi01</Tech>
		<Tech column='2' page='0' row='2'>WOLReligionFaithTupi02</Tech>
		<Tech column='2' page='0' row='2'>WOLReligionFaithTupi03</Tech>
		<Tech column='2' page='0' row='2'>WOLReligionFaithTupi04</Tech>
		<Tech column='0' page='1' row='0'>WOLReligionAtheismTupi</Tech>
		<Tech column='1' page='1' row='0'>WOLReligionCalvinismTupi</Tech>
		<Tech column='2' page='1' row='0'>WOLReligionShamanismTupi</Tech>
		<Tech column='0' page='1' row='1'>WOLReligionAtheismTupi01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionAtheismTupi02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionAtheismTupi03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionAtheismTupi04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionAtheismTupi05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionAtheismTupi06</Tech>
		<Tech column='0' page='1' row='1'>WOLReligionCalvinismTupi01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionCalvinismTupi02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionCalvinismTupi03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionCalvinismTupi04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionCalvinismTupi05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionCalvinismTupi06</Tech>
		<Tech column='0' page='1' row='1'>WOLReligionShamanismTupi01</Tech>
		<Tech column='1' page='1' row='1'>WOLReligionShamanismTupi02</Tech>
		<Tech column='2' page='1' row='1'>WOLReligionShamanismTupi03</Tech>
		<Tech column='3' page='1' row='1'>WOLReligionShamanismTupi04</Tech>
		<Tech column='4' page='1' row='1'>WOLReligionShamanismTupi05</Tech>
		<Tech column='5' page='1' row='1'>WOLReligionShamanismTupi06</Tech>
		<Tech column='0' page='0' row='0'>ChurchSpacerPriest</Tech>
		<Tech column='3' page='1' row='1'>ChurchSpacer01</Tech>
		<Tech column='4' page='1' row='1'>ChurchSpacer02</Tech>
		<Tech column='5' page='1' row='1'>ChurchSpacer03</Tech>
		<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>
		<UnitType>Resource</UnitType>
		<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>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>monument.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1850' name='shockwave'>
		<DBID>77</DBID>
		<DisplayNameID>23513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\shockwave.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='1470' name='navalshockwave'>
		<DBID>78</DBID>
		<DisplayNameID>23513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\shockwave.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DestroyProjectile</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Projectile</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>NavalUnit</Flag>

		<Flag>TieToWaterSurface</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='1851' name='Butterfly'>
		<DBID>79</DBID>
		<DisplayNameID>23513</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>effects\animal particles\butterflyherd.xml</AnimFile>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</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>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='1852' name='POWERamazonia'>
		<DBID>80</DBID>
		<DisplayNameID>25836</DisplayNameID>
		<EditorNameID>25837</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='601220' name='POWERwhirlpool'>
		<DBID>601220</DBID>
		<DisplayNameID>601220</DisplayNameID>
		<EditorNameID>601220</EditorNameID>
		<Lifespan>60.0000</Lifespan>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\tidalwave.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<RolloverTextID>601221</RolloverTextID>
		<ShortRolloverTextID>72611</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>POWERtornado.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>200.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>5000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.100000</DamageBonus>
			<DamageBonus type='Ship'>50000.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>


	
		<Unit id='601224' name='POWERdrought'>
		<DBID>601224</DBID>
		<DisplayNameID>601224</DisplayNameID>
		<EditorNameID>601224</EditorNameID>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\drought.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>buildings\outpost\outpost_icon_64x64</Icon>
		<PortraitIcon>buildings\outpost\outpost_portrait</PortraitIcon>
		<RolloverTextID>601225</RolloverTextID>
		<ShortRolloverTextID>72603</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NonCollideable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Tactics>POWERdrought.tactics</Tactics>
	</Unit>
	<Unit id='1853' name='POWERdroughtnull'>
		<DBID>89</DBID>
		<DisplayNameID>601224</DisplayNameID>
		<EditorNameID>601224</EditorNameID>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\drought.xml</AnimFile>
		<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>601225</RolloverTextID>
		<ShortRolloverTextID>72603</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>
		<Flag>NonCollideable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>AdjustPositionOnTerrainCollision</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
	</Unit>
	<Unit id='1590' name='POWERIncendio'>
		<DBID>2268</DBID>
		<BuildLimit>20</BuildLimit>
		<Lifespan>32.0000</Lifespan>
		<WanderDistance>10</WanderDistance>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>0.3000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<DisplayNameID>70951</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>effects\fire\fire.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>3.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>0.0000</Bounty>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimapfire</MinimapIcon>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>LogicalTypeHealed</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>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Wanders</Flag>
		<Tactics>incendio.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>5.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.100000</DamageBonus>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
			<DamageBonus type='POWERIncendio'>0.100000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1855' name='WOLCircus'>
		<DBID>90</DBID>
		<Flag>NotSearchable</Flag>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\circus</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\circusBIG</PortraitIcon>
	</Unit>
	<Unit id='601255' name='WOLserbianfire'>
		<DBID>601255</DBID>
		<DisplayNameID>601255</DisplayNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\serbianfire</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\serbianfire</PortraitIcon>
		<RolloverTextID>601256</RolloverTextID>
		<ShortRolloverTextID>601256</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>1.0000</TrainPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>incendio.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='601257' name='WOLcartographer'>
		<DBID>91</DBID>
		<DisplayNameID>601257</DisplayNameID>
		<EditorNameID>601257</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cartographer\cartographer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Cartographer_small</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Cartographer_big</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>601258</RolloverTextID>
		<ShortRolloverTextID>601259</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>8.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='6' row='0'>WOLcartographermapSTAGE1</Train>
		<Train column='2' page='6' row='0'>TradingPost</Train>
		<Train column='1' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Presidio</Train>
		<Train column='2' page='6' row='0'>Salitrera</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1862' name='WOLcartographermapSTAGE1'>
		<DBID>92</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>601260</DisplayNameID>
		<RolloverTextID>601261</RolloverTextID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE2</DeadReplacement>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\cartographermap</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\cartographermap</PortraitIcon>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>13.0000</LOS>
		<TrainPoints>3.0000</TrainPoints>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1856' name='WOLcartographermapSTAGE2'>
		<DBID>95</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE3</DeadReplacement>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>16.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1857' name='WOLcartographermapSTAGE3'>
		<DBID>96</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE4</DeadReplacement>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>19.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1858' name='WOLcartographermapSTAGE4'>
		<DBID>97</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE5</DeadReplacement>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>21.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1859' name='WOLcartographermapSTAGE5'>
		<DBID>101</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE6</DeadReplacement>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>24.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1860' name='WOLcartographermapSTAGE6'>
		<DBID>102</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<DeadReplacement>WOLcartographermapSTAGE7</DeadReplacement>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>27.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='1861' name='WOLcartographermapSTAGE7'>
		<DBID>104</DBID>
		<Lifespan>5.0000</Lifespan>
		<DisplayNameID>33287</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
		<MinimapIcon>ui\minimap\highlighted item</MinimapIcon>
		<LOS>30.0000</LOS>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Nonsolid</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>
		<Flag>PlaceAnywhere</Flag>
	</Unit>
	<Unit id='601279' name='AURflag'>
		<DBID>601279</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601279</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Animfiles\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='1863' name='AURotherprops'>
		<DBID>108</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601280</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\other.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='1864' name='AURother2props'>
		<DBID>109</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601281</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\other2.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='1865' name='AURcattleprops'>
		<DBID>110</DBID>
		<DisplayNameID>601262</DisplayNameID>
		<EditorNameID>601282</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\AURs\Resources\cattle.xml</AnimFile>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='1866' name='Auroraborealis'>
		<DBID>111</DBID>
		<DisplayNameID>601365</DisplayNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\AURORA\aurora.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Projectile</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DontRotateObstruction</Flag>
	</Unit>
	<Unit id='1867' name='Treecoconut'>
		<DBID>119</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\test\coconut.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Coconut</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Cococnut_Big</PortraitIcon>
		<RolloverTextID>25835</RolloverTextID>
		<ShortRolloverTextID>25834</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='601366' name='SaltFlotsam'>
		<DBID>601366</DBID>
		<DisplayNameID>601366</DisplayNameID>
		<EditorNameID>601366</EditorNameID>
		<ObstructionRadiusX>4.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.5000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minesalt2.xml</AnimFile>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>71493</RolloverTextID>
		<ShortRolloverTextID>71494</ShortRolloverTextID>
		<InitialResource resourcetype='Gold'>1500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<BuildingWorkRate>1.0000</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>ForceBuildingData</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
	</Unit>
	<Unit id='601367' name='Appletree'>
		<DBID>601367</DBID>
		<DisplayNameID>601367</DisplayNameID>
		<ObstructionRadiusX>1.000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\apple.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Apples</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Apples_Big</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1200.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='601368' name='RomaSlave'>
		<DBID>601368</DBID>
		<DisplayNameID>601376</DisplayNameID>
		<EditorNameID>601377</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Balkans\villagers\bulgarian.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\roma slave_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\roma slave_big</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>22814</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>24.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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 column='11' page='6' row='0'>Beehive</Train>
		<Train column='23' page='6' row='0'>BALKANwheat</Train>
		<Train column='22' page='6' row='0'>BALKANbeet</Train>
		<Train column='24' page='6' row='0'>BALKANcabbage</Train>
		<Train column='25' page='6' row='0'>BALKANstrawberry</Train>

		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>HuntingLodge</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='11' page='6' row='0'>Casern</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='15' page='6' row='0'>OlivePlantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>romaslave.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
			<Rate type='BALKANwheatstage2'>0.670000</Rate>
			<Rate type='BALKANstrawberrystage2'>0.67000</Rate>
			<Rate type='BALKANbeetstage2'>0.670000</Rate>
			<Rate type='BALKANcabbagestage2'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='601369' name='DancingBear'>
		<DBID>601369</DBID>
		<DisplayNameID>601378</DisplayNameID>
		<EditorNameID>601379</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\bear\bear_black.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\bear\bearblack_icon_64x64</Icon>
		<PortraitIcon>units\animals\bear\bearblack_portrait</PortraitIcon>
		<RolloverTextID>601380</RolloverTextID>
		<ShortRolloverTextID>601380</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>dancingbear.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='FirePit'>0.100000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2163' name='IrishColony'>
		<DBID>121</DBID>
		<DisplayNameID>601381</DisplayNameID>
		<EditorNameID>601382</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Irish\Colony\irish.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\irish_colony_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\irish_colony_portrait</PortraitIcon>
		<RolloverTextID>601383</RolloverTextID>
		<ShortRolloverTextID>601384</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerIRBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMFenianBlock</Train>
		<Train column='2' page='0' row='0'>WOLIMPatricioBlock</Train>
		<Train column='3' page='0' row='0'>WOLIMWildGooseBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantIRUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantIRUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantIR01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantIR02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantIR03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantIR04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantIR05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantIR06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantIRBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2164' name='IMWorkerIR'>
		<DBID>123</DBID>
		<DisplayNameID>601385</DisplayNameID>
		<EditorNameID>601386</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>601387</RolloverTextID>
		<ShortRolloverTextID>601388</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>IrishHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='AbstractHouse'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2165' name='IrishHouse'>
		<DBID>124</DBID>
		<DisplayNameID>601393</DisplayNameID>
		<EditorNameID>601394</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Irish\House\house.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>601395</RolloverTextID>
		<ShortRolloverTextID>601396</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2166' name='IrishImmigrantWagon'>
		<DBID>125</DBID>
		<DisplayNameID>601397</DisplayNameID>
		<EditorNameID>601398</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Irish\wagon\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>601399</RolloverTextID>
		<ShortRolloverTextID>601400</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>IrishColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='IrishColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2167' name='IMPatricio'>
		<DBID>128</DBID>
		<DisplayNameID>601389</DisplayNameID>
		<EditorNameID>601390</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Irish\San Patricio\patricio.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_big</PortraitIcon>
		<RolloverTextID>601391</RolloverTextID>
		<ShortRolloverTextID>601392</ShortRolloverTextID>
		<InitialHitpoints>315.0000</InitialHitpoints>
		<MaxHitpoints>315.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>14.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.50000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>AbstractRangedInfantry</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractSiegeWeapon'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2168' name='IMWildGoose'>
		<DBID>131</DBID>
		<DisplayNameID>601401</DisplayNameID>
		<EditorNameID>601402</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>9.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\wild geese\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_portrait</PortraitIcon>
		<RolloverTextID>601403</RolloverTextID>
		<ShortRolloverTextID>601404</ShortRolloverTextID>
		<InitialHitpoints>650.0000</InitialHitpoints>
		<MaxHitpoints>650.0000</MaxHitpoints>
		<LOS>21.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<ScoreValue>25.0000</ScoreValue>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3250' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<UnitType>Mercenary</UnitType>
		<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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageArea>2.500000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.100000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>0.400000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>0.400000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2169' name='SerbiaStronk'>
		<DBID>132</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>30.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>serbiastronk.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2170' name='Tross'>
		<DBID>134</DBID>
		<DisplayNameID>601506</DisplayNameID>
		<EditorNameID>601507</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tross\Tross.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Tross_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Tross_BIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>604592</RolloverTextID>
		<ShortRolloverTextID>25708</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>89</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='11' page='6' row='0'>WOLangelstatue</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='0' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='15' page='6' row='0'>OlivePlantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.540000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2171' name='imperialfleet'>
		<DBID>146</DBID>
		<DisplayNameID>71119</DisplayNameID>
		<EditorNameID>71118</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbannernavy06</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>71120</RolloverTextID>
		<ShortRolloverTextID>71120</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>200.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>1500.0000</Cost>
		<Cost resourcetype='Gold'>1500.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>AbstractBannerArmy</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='71385' name='ConsulateSharpshooter'>
		<DBID>147</DBID>
		<DisplayNameID>80479</DisplayNameID>
		<EditorNameID>80480</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_sharpshooter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\sharpshooter</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\sharpshooterBIG</PortraitIcon>
		<RolloverTextID>71387</RolloverTextID>
		<ShortRolloverTextID>71388</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>30.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Trade'>130.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>AbstractConsulateUnit</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>NAsharpshooter.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttackLONG</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttackLONG</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttackLong</Name>
			<Damage>60.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>20.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2172' name='ConsulateFlyingCrow'>
		<DBID>148</DBID>
		<DisplayNameID>80471</DisplayNameID>
		<EditorNameID>80472</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>ypCrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>240.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>AbstractConsulateSiegeFortress</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>flyingcrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>190.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>380.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2173' name='ConsulateGatlingGun'>
		<DBID>149</DBID>
		<DisplayNameID>80477</DisplayNameID>
		<EditorNameID>80478</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_gatling.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>ui\units\gatling_gun_icon</Icon>
		<PortraitIcon>ui\units\gatling_gun_portrait</PortraitIcon>
		<RolloverTextID>45210</RolloverTextID>
		<ShortRolloverTextID>45209</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2174' name='Changgyeonggungpalace'>
		<DBID>150</DBID>
		<DisplayNameID>71158</DisplayNameID>
		<EditorNameID>71159</EditorNameID>
		<ObstructionRadiusX>7.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\asian_civs\castle_regicide\castle_regicide.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\Changgyeonggung</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\ChanggyeonggungBIG</PortraitIcon>
		<RolloverTextID>71160</RolloverTextID>
		<ShortRolloverTextID>71161</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>palace.tactics</Tactics>
	</Unit>
	<Unit id='2175' name='fishingfleet'>
		<DBID>151</DBID>
		<DisplayNameID>71115</DisplayNameID>
		<EditorNameID>71116</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbannernavy01</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>71117</RolloverTextID>
		<ShortRolloverTextID>64388</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>270.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>AbstractBannerArmy</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='2176' name='WoLEUROvillagePROPS'>
		<DBID>152</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\deco.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='2177' name='WoLEUROvillageEASTpeople'>
		<DBID>165</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\east_people.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='2178' name='ConsulateFlamingArrow'>
		<DBID>169</DBID>
		<DisplayNameID>66004</DisplayNameID>
		<EditorNameID>66005</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\kanouhou\kanouhou.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>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>flamingarrow.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2179' name='combatfleet'>
		<DBID>170</DBID>
		<DisplayNameID>71124</DisplayNameID>
		<EditorNameID>71125</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbannernavy03</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>71123</RolloverTextID>
		<ShortRolloverTextID>71123</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>175.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>700.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>AbstractBannerArmy</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='2180' name='ConsulateAshigaru'>
		<DBID>172</DBID>
		<DisplayNameID>60096</DisplayNameID>
		<EditorNameID>60097</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\japan\shaguma\shaguma.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>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractConsulateUnit</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='444699' name='ConsulateMarine'>
		<DBID>175</DBID>
		<DisplayNameID>80475</DisplayNameID>
		<EditorNameID>80476</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_marine.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\marine</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\marineBIG</PortraitIcon>
		<RolloverTextID>71359</RolloverTextID>
		<ShortRolloverTextID>71360</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>NAmarine.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttackSTIMPACK</Name>
			<Damage>21.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2181' name='WonderWagon'>
		<DBID>178</DBID>
		<DisplayNameID>71112</DisplayNameID>
		<EditorNameID>71113</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>71114</RolloverTextID>
		<ShortRolloverTextID>71114</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Yi-sun-sinmonument</Train>
		<Train column='0' page='6' row='0'>Changgyeonggungpalace</Train>
		<Train column='0' page='6' row='0'>HaiensaTemple</Train>
		<Train column='0' page='6' row='0'>PukkwanTemple</Train>
		<Train column='0' page='6' row='0'>HwaseongFortress</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Yi-sun-sinmonument'>3.000000</Rate>
			<Rate type='Changgyeonggungpalace'>3.000000</Rate>
			<Rate type='HaiensaTemple'>3.000000</Rate>
			<Rate type='PukkwanTemple'>3.000000</Rate>
			<Rate type='HwaseongFortress'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2182' name='ConsulateColonialMilitia'>
		<DBID>179</DBID>
		<DisplayNameID>80473</DisplayNameID>
		<EditorNameID>80474</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\militia</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71307</RolloverTextID>
		<ShortRolloverTextID>71308</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2183' name='ConsulateArmyUSA2'>
		<DBID>180</DBID>
		<DisplayNameID>71142</DisplayNameID>
		<PopulationCount>13</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71143</RolloverTextID>
		<ShortRolloverTextID>71143</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Trade'>800.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>AbstractConsulateUnit</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2184' name='HaiensaTemple'>
		<DBID>185</DBID>
		<DisplayNameID>71146</DisplayNameID>
		<EditorNameID>71147</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\modern\props_ingame\court_koreans\court_koreans.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\Haiensa</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\HaiensaBIG</PortraitIcon>
		<RolloverTextID>71148</RolloverTextID>
		<ShortRolloverTextID>71149</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='2' page='4' row='0'>NanjungIlgi</Tech>
		<Tech column='1' page='2' row='0'>Taekwondo</Tech>
		<Tech column='0' page='5' row='0'>WaterClock</Tech>
		<Tech column='0' page='5' row='0'>Hangul</Tech>
		<Tech column='2' page='2' row='0'>MyeonjeBaegab</Tech>
		<Tech column='0' page='4' row='0'>Kangnido</Tech>
		<Tech column='1' page='5' row='0'>Huolongjing</Tech>
		<Tech column='0' page='2' row='0'>Gungdo</Tech>
		<Tech column='3' page='2' row='0'>DonguiBogam</Tech>
		<Tech column='3' page='5' row='0'>BracketCluster</Tech>
		<Tech column='2' page='5' row='0'>Udometer</Tech>
		<Tech column='1' page='4' row='0'>Geomancy</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>
	</Unit>
	<Unit id='2185' name='Volcano'>
		<DBID>187</DBID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.5</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\incendiopet.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\korea\koreanunique_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\koreanunique_icon_portrait</PortraitIcon>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimapfire</MinimapIcon>
		<RolloverTextID>71191</RolloverTextID>
		<ShortRolloverTextID>71192</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>ArrowFlaming</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>2.5000</TrainPoints>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>ApplyHandicapTraining</Flag>
		<Flag>NonSolid</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>Onlyineditor</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>incendiopet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>0.50000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>25.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>2.0000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.50000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.50000</DamageBonus>
			<DamageBonus type='Building'>2.00000</DamageBonus>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2186' name='ConsulateSamurai'>
		<DBID>188</DBID>
		<DisplayNameID>60076</DisplayNameID>
		<EditorNameID>60077</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>67.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>25.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>1.750000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.400000</DamageBonus>
			<DamageBonus type='AbstractElephant'>1.150000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2187' name='HwaseongFortress'>
		<DBID>7</DBID>
		<DisplayNameID>71162</DisplayNameID>
		<EditorNameID>71163</EditorNameID>
		<ObstructionRadiusX>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>7.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\Hwaseong\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wonders.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\Hwaseong</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\HwaseongBIG</PortraitIcon>
		<RolloverTextID>64763</RolloverTextID>
		<ShortRolloverTextID>64762</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractAgraFort</UnitType>
		<UnitType>AbstractMilitaryWonder</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>Building</UnitType>
		<Train column='0' page='0' row='0'>firecattle</Train>
		<Train column='1' page='0' row='0'>hwacha</Train>
		<Train column='2' page='0' row='0'>Jija</Train>
		<Train column='3' page='0' row='0'>Hongyi-po</Train>
		<Tech column='1' page='1' row='0'>YPHonoredhwacha</Tech>
		<Tech column='1' page='1' row='0'>YPExaltedhwacha</Tech>
		<Tech column='2' page='1' row='0'>YPExaltedJija</Tech>
		<Tech column='2' page='1' row='0'>YPHonoredJija</Tech>
		<Tech column='0' page='1' row='0'>ypFortifiedCastle</Tech>
		<Tech column='0' page='1' row='0'>ypFrontierCastle</Tech>
		<Tech column='3' page='1' row='0'>YPExaltedHongyi-po</Tech>
		<Tech column='3' page='1' row='0'>YPHonoredHongyi-po</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>WOLPriestAustralian</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='6' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>agrafort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2188' name='ConsulateArmyUSA1'>
		<DBID>194</DBID>
		<DisplayNameID>71144</DisplayNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71145</RolloverTextID>
		<ShortRolloverTextID>71145</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Trade'>400.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractConsulateUnit</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='900360' name='Hongyi-po'>
		<DBID>202</DBID>
		<DisplayNameID>71166</DisplayNameID>
		<EditorNameID>71167</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\korea\hongyi.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\korea\redcoatgun_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\korea\redcoatgun_icon_portrait</PortraitIcon>
		<RolloverTextID>900451</RolloverTextID>
		<ShortRolloverTextID>900452</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>120.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>175.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>35.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2189' name='CaveDust'>
		<DBID>207</DBID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\cavedust.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
	</Unit>
	<Unit id='2190' name='Yi-sun-sinmonument'>
		<DBID>208</DBID>
		<DisplayNameID>71150</DisplayNameID>
		<EditorNameID>71151</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\Yi-Sun-Sin\yi_statue.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\memorial</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\memorialBIG</PortraitIcon>
		<RolloverTextID>71152</RolloverTextID>
		<ShortRolloverTextID>71153</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />

		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
	</Unit>
	<Unit id='2191' name='WoLEUROvillageEAST'>
		<DBID>211</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\east.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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>Building</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>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='2192' name='TreeFirewood'>
		<DBID>226</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\native_settlement\firewood_pile.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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>200.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<GathererLimit>4</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='2193' name='WoLEUROvillageCHURCH'>
		<DBID>230</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\church.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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>Building</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>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='2194' name='ConsulateQiang'>
		<DBID>231</DBID>
		<DisplayNameID>80465</DisplayNameID>
		<EditorNameID>80466</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_qiang.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>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>24.0000</TrainPoints>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2195' name='CaveLight'>
		<DBID>232</DBID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\cavelight.xml</AnimFile>
		<LOS>0.0000</LOS>
		<UnitType>Projectile</UnitType>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>Invulnerable</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NonSolid</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DontRotateObstruction</Flag>
	</Unit>
	<Unit id='2196' name='StandCocaCola'>
		<DBID>604100</DBID>
		<DisplayNameID>604100</DisplayNameID>
		<EditorNameID>604103</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\americanstalls\cocacola.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>604101</RolloverTextID>
		<ShortRolloverTextID>604604104102</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2197' name='PropsCaveWoL'>
		<DBID>233</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\Embellishment\caveprops.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='2198' name='siegefleet'>
		<DBID>234</DBID>
		<DisplayNameID>71121</DisplayNameID>
		<EditorNameID>71122</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbannernavy05</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>71123</RolloverTextID>
		<ShortRolloverTextID>71123</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>250.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>1250.0000</Cost>
		<Cost resourcetype='Gold'>1250.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>AbstractBannerArmy</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='2199' name='PropGrassFireAgressive'>
		<DBID>235</DBID>
		<DisplayNameID>34683</DisplayNameID>
		<EditorNameID>34685</EditorNameID>
		<ObstructionRadiusX>0.2000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>630.0000</InitialHitpoints>
		<MaxHitpoints>630.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NoUnitAI</Flag>
		<Flag>StartOnNoUpdate</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NoIdleActions</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2200' name='MineCoal'>
		<DBID>236</DBID>
		<DisplayNameID>604104</DisplayNameID>
		<EditorNameID>604105</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minecoal.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>71493</RolloverTextID>
		<ShortRolloverTextID>71494</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='2201' name='WoLEUROvillageWESTpeople'>
		<DBID>237</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\west_people.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='2202' name='coastalfleet'>
		<DBID>238</DBID>
		<DisplayNameID>71127</DisplayNameID>
		<EditorNameID>71128</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>units\asians\naval\fishing_boat_asian\fishing_boat_asian.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\korea\koreanbannernavy02</Icon>
		<PortraitIcon>units\asians\naval\fishing_boat_asian\chinese_fishing_boat_icon_portrait</PortraitIcon>
		<RolloverTextID>71129</RolloverTextID>
		<ShortRolloverTextID>71129</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>125.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>AbstractBannerArmy</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack2</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack2</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>InvisibleProjectile</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='2203' name='GrapeBush'>
		<DBID>602005</DBID>
		<DisplayNameID>604112</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\grapes.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Grape</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Grape_Big</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2204' name='YongmyoShrine'>
		<DBID>239</DBID>
		<DisplayNameID>71154</DisplayNameID>
		<EditorNameID>71155</EditorNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\wonders\porcelain_tower\porcelain_tower.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<PopulationCapAddition>5</PopulationCapAddition>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\Jongmyo</Icon>
		<MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\JongmyoBIG</PortraitIcon>
		<RolloverTextID>71156</RolloverTextID>
		<ShortRolloverTextID>71157</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='11'>Abilities</Command>
		<Tactics>yi.tactics</Tactics>
	</Unit>
	<Unit id='2205' name='ConsulateArmyUSA3'>
		<DBID>240</DBID>
		<DisplayNameID>71140</DisplayNameID>
		<PopulationCount>29</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>71141</RolloverTextID>
		<ShortRolloverTextID>71141</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>44.0000</Bounty>
		<BuildBounty>44.0000</BuildBounty>
		<Cost resourcetype='Trade'>1600.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>AbstractConsulateUnit</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1888' name='2206'>
		<DBID>241</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>5.0000</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>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>38.0000</TrainPoints>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>AbstractConsulateSiegeFortress</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Tactics>morutaru.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>385.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>750.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2207' name='WoLEUROvillageANIMALS'>
		<DBID>242</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\animals.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='2208' name='ConsulateMeteorHammer'>
		<DBID>246</DBID>
		<DisplayNameID>80469</DisplayNameID>
		<EditorNameID>80470</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_meteor_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>217.0000</InitialHitpoints>
		<MaxHitpoints>217.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>29.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>76.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2209' name='WoLEUROvillageMED'>
		<DBID>248</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\med.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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>Building</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>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='2210' name='WoLEUROvillageMEDpeople'>
		<DBID>249</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>0.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.5000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\med_people.xml</AnimFile>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='2211' name='WoLEUROvillageWEST'>
		<DBID>250</DBID>
		<DisplayNameID/>
		<EditorNameID/>
		<RolloverTextID/>
		<ShortRolloverTextID/>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\EURO NS\west.xml</AnimFile>
		<AnimStateMachine>sm_incan_cookpot</AnimStateMachine>
		<Icon>units\natives\native_villager_icon_64x64</Icon>
		<PortraitIcon>units\natives\native_villager_icon_portrait</PortraitIcon>
		<LOS>0.0000</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>Building</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>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='2212' name='Champi'>
		<DBID>2379</DBID>
		<DisplayNameID>71289</DisplayNameID>
		<EditorNameID>71290</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Inca\Champi\champi.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\SAN\club_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\SAN\club_portrait</PortraitIcon>
		<RolloverTextID>71291</RolloverTextID>
		<ShortRolloverTextID>71292</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2213' name='Makana'>
		<DBID>2503</DBID>
		<DisplayNameID>71734</DisplayNameID>
		<EditorNameID>71735</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mapuche\Trangolaf\trangolaf.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\sx_warclub_icon</Icon>
		<PortraitIcon>ui\units\sx_warclub_portrait</PortraitIcon>
		<RolloverTextID>71736</RolloverTextID>
		<ShortRolloverTextID>71737</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2214' name='Granadero'>
		<DBID>2149</DBID>
		<DisplayNameID>70553</DisplayNameID>
		<EditorNameID>70554</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\granadero\horse_grenadier.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\granadero_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\granadero_portrait</PortraitIcon>
		<RolloverTextID>70555</RolloverTextID>
		<ShortRolloverTextID>70556</ShortRolloverTextID>
		<InitialHitpoints>265.0000</InitialHitpoints>
		<MaxHitpoints>265.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>horsegrenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>130.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1672' name='Azap'>
		<DBID>251</DBID>
		<DisplayNameID>90500</DisplayNameID>
		<EditorNameID>90501</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\azap\azap.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\azap\azap_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\azap\azap_portrait</PortraitIcon>
		<RolloverTextID>90593</RolloverTextID>
		<ShortRolloverTextID>90592</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractInfantry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.50000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.50000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1674' name='Okchu'>
		<DBID>1543</DBID>
		<DisplayNameID>90594</DisplayNameID>
		<EditorNameID>90595</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>15.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\okchu\okchu.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\okchu\okchu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\okchu\okchu_portrait</PortraitIcon>
		<RolloverTextID>90609</RolloverTextID>
		<ShortRolloverTextID>90608</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1675' name='Akinci'>
		<DBID>252</DBID>
		<DisplayNameID>90535</DisplayNameID>
		<EditorNameID>90536</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\akinci\akinci_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\akinci\akinci_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\akinci\akinci_portrait</PortraitIcon>
		<RolloverTextID>90587</RolloverTextID>
		<ShortRolloverTextID>25651</ShortRolloverTextID>
		<InitialHitpoints>410.0000</InitialHitpoints>
		<MaxHitpoints>410.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1676' name='Humbaraci'>
		<DBID>1544</DBID>
		<DisplayNameID>90545</DisplayNameID>
		<EditorNameID>90546</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\humbara\humbara.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\humbara\humbara_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\humbara\humbara_portrait</PortraitIcon>
		<RolloverTextID>90588</RolloverTextID>
		<ShortRolloverTextID>25645</ShortRolloverTextID>
		<InitialHitpoints>370.0000</InitialHitpoints>
		<MaxHitpoints>370.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>160.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<!-- DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus -->
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1677' name='Nizam'>
		<DBID>254</DBID>
		<DisplayNameID>90509</DisplayNameID>
		<EditorNameID>90510</EditorNameID>
		<PopulationCount>1</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>War of the Triple Alliance\Units\Delta\modernization\nizam\nizam.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\modernization\nizam\nizamicedidsmall</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\modernization\nizam\nizamicedidbig</PortraitIcon>
		<RolloverTextID>90591</RolloverTextID>
		<ShortRolloverTextID>90590</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>18.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>125.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.100000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>17.000000</MaxRange>
			<ROF>2.350000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.100000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.100000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>17.000000</MaxRange>
			<ROF>2.350000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.100000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>17.000000</MaxRange>
			<ROF>2.350000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2401' name='Machetero'>
		<DBID>256</DBID>
		<DisplayNameID>74001</DisplayNameID>
		<EditorNameID>74002</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Machetero\Machetero.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\machetero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\machetero_BIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>74003</RolloverTextID>
		<ShortRolloverTextID>74004</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype="Food">50.0000</Cost>
		<Cost resourcetype="Wood">50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type="Hand" value="0.1000"/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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="0">Garrison</Command>
		<Command page="10" column="1">Stop</Command>
		<Command page="10" column="2">Delete</Command>
		<Command page="10" column="3">Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">2.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">2.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">2.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2402' name='Conscripto'>
		<DBID>257</DBID>
		<DisplayNameID>74026</DisplayNameID>
		<EditorNameID>74027</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Conscripto\conscripto.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\conscripto_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\conscripto_BIG</PortraitIcon>
		<RolloverTextID>74028</RolloverTextID>
		<ShortRolloverTextID>74029</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype="Food">85.0000</Cost>
		<Cost resourcetype="Gold">20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type="Hand" value="0.3000"/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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="0">Garrison</Command>
		<Command page="10" column="1">Stop</Command>
		<Command page="10" column="2">Delete</Command>
		<Command page="10" column="3">Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractLightInfantry">2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2403' name='Lancero'>
		<DBID>258</DBID>
		<DisplayNameID>74045</DisplayNameID>
		<EditorNameID>74046</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Lancero\lancero_horse.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\lancero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\lancero_BIG</PortraitIcon>
		<RolloverTextID>74047</RolloverTextID>
		<ShortRolloverTextID>74048</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype="Food">150.0000</Cost>
		<Cost resourcetype="Gold">50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type="Ranged" value="0.2000"/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</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="0">Garrison</Command>
		<Command page="10" column="1">Stop</Command>
		<Command page="10" column="2">Delete</Command>
		<Command page="10" column="3">Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractInfantry">1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractInfantry">1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type="AbstractInfantry">1.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2404' name='Escopetero'>
		<DBID>260</DBID>
		<DisplayNameID>74067</DisplayNameID>
		<EditorNameID>74068</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Escopetero\escopetero.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\escopetero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\escopetero_BIG</PortraitIcon>
		<RolloverTextID>74069</RolloverTextID>
		<ShortRolloverTextID>74070</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype="Food">65.0000</Cost>
		<Cost resourcetype="Gold">50.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type="Ranged" value="0.4000"/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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="0">Garrison</Command>
		<Command page="10" column="1">Stop</Command>
		<Command page="10" column="2">Delete</Command>
		<Command page="10" column="3">Patrol</Command>
		<Tactics>escopetero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttackShort</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>5.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageArea>1.000000</DamageArea>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type="AbstractHeavyInfantry">4.000000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttackShort</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>5.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageArea>1.000000</DamageArea>
			<DamageCap>20.000000</DamageCap>
			<DamageBonus type="AbstractHeavyInfantry">4.000000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>5.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>5.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type="AbstractHeavyInfantry">3.500000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttackShort</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>5.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageArea>1.000000</DamageArea>
			<DamageCap>20.000000</DamageCap>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type="AbstractHeavyInfantry">4.000000</DamageBonus>
			<DamageBonus type="AbstractLightCavalry">3.000000</DamageBonus>
			<DamageBonus type="xpEagleKnight">3.000000</DamageBonus>
			<DamageBonus type="AbstractCavalry">0.350000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2405' name='Jinete'>
		<DBID>262</DBID>
		<DisplayNameID>74084</DisplayNameID>
		<EditorNameID>74085</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Jinete\jinete_horse.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\jinete_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\jinete_BIG</PortraitIcon>
		<RolloverTextID>74086</RolloverTextID>
		<ShortRolloverTextID>74087</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype="Food">100.0000</Cost>
		<Cost resourcetype="Gold">80.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type="Ranged" value="0.3000"/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>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="10" column="3">Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractCoyoteMan">2.750000</DamageBonus>
			<DamageBonus type="AbstractArtillery">2.000000</DamageBonus>
			<DamageBonus type="AbstractVillager">0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractCoyoteMan">2.750000</DamageBonus>
			<DamageBonus type="AbstractArtillery">2.000000</DamageBonus>
			<DamageBonus type="AbstractVillager">0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageType>Ranged</DamageType>
			<DamageBonus type="AbstractCavalry">3.000000</DamageBonus>
			<DamageBonus type="AbstractCoyoteMan">2.750000</DamageBonus>
			<DamageBonus type="AbstractArtillery">2.000000</DamageBonus>
			<DamageBonus type="AbstractVillager">0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7401' name='WOLHouseHabsburg'>
		<DBID>7401</DBID>
		<DisplayNameID>81001</DisplayNameID>
		<EditorNameID>81002</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>81003</RolloverTextID>
		<ShortRolloverTextID>81004</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Flag>NotDeleteable</Flag>
		<Tactics>house.tactics</Tactics>
	</Unit>
	<Unit id='7402' name='WOLAfricanMemorialPorter'>
		<DBID>7402</DBID>
		<DisplayNameID>81005</DisplayNameID>
		<EditorNameID>81006</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_portrait</PortraitIcon>
		<RolloverTextID>81007</RolloverTextID>
		<ShortRolloverTextID>81008</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>AfricanLionStatue</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
		</ProtoAction>
	</Unit>
	<Unit id='7403' name='WOLScotsGrey'>
		<DBID>7403</DBID>
		<DisplayNameID>81009</DisplayNameID>
		<EditorNameID>81010</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\modernization\scotsgrey\scotsgrey.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\modernization\Scotgreyt</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\modernization\Scotgreytbig</PortraitIcon>
		<RolloverTextID>81011</RolloverTextID>
		<ShortRolloverTextID>81012</ShortRolloverTextID>
		<InitialHitpoints>370.0000</InitialHitpoints>
		<MaxHitpoints>370.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>48.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>64.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7404' name='WOLSailor'>
		<DBID>7404</DBID>
		<DisplayNameID>81016</DisplayNameID>
		<EditorNameID>81017</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Sailor\sailor.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Greek Sailor_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Greek Sailor_BIG</PortraitIcon>
		<RolloverTextID>81018</RolloverTextID>
		<ShortRolloverTextID>81019</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>45.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7405' name='WOLMercRoshior'>
		<DBID>7405</DBID>
		<DisplayNameID>81023</DisplayNameID>
		<EditorNameID>81024</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Rosior\rosior_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>81026</RolloverTextID>
		<ShortRolloverTextID>81027</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7406' name='WOLRepentantRoshior'>
		<DBID>7406</DBID>
		<DisplayNameID>81118</DisplayNameID>
		<EditorNameID>81025</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Rosior\rosior_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>81026</RolloverTextID>
		<ShortRolloverTextID>81027</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>17.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>68.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7407' name='WOLPriestSpawn'>
		<DBID>7407</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>1.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>priestSpawn.tactics</Tactics>
	</Unit>
	<Unit id='7408' name='WOLGrognard'>
		<DBID>7408</DBID>
		<DisplayNameID>81033</DisplayNameID>
		<EditorNameID>81034</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Grognard\grognard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Grognard_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Grognard_BIG</PortraitIcon>
		<RolloverTextID>81035</RolloverTextID>
		<ShortRolloverTextID>81036</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7409' name='WOLBoxer'>
		<DBID>7409</DBID>
		<DisplayNameID>81037</DisplayNameID>
		<EditorNameID>81038</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Boxer\boxer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\boxer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\boxer_portrait</PortraitIcon>
		<RolloverTextID>81039</RolloverTextID>
		<ShortRolloverTextID>81040</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7410' name='WOLXiangu'>
		<DBID>7410</DBID>
		<DisplayNameID>81060</DisplayNameID>
		<EditorNameID>81061</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Xiangu\xiangu.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\xiangu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\xiangu_portrait</PortraitIcon>
		<RolloverTextID>81062</RolloverTextID>
		<ShortRolloverTextID>81063</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Gold'>85.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7411' name='WOLMingghan'>
		<DBID>7411</DBID>
		<DisplayNameID>81071</DisplayNameID>
		<EditorNameID>81072</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Nien Rider\nien_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\nien_rider_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\nien_rider_portrait</PortraitIcon>
		<RolloverTextID>81073</RolloverTextID>
		<ShortRolloverTextID>81074</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Gold'>105.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>1.250000</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>
			<DamageBonus type='AbstractInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>1.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7412' name='WOLNiruArcher'>
		<DBID>7412</DBID>
		<DisplayNameID>81084</DisplayNameID>
		<EditorNameID>81085</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Manchu\manchu_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\manchu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\manchu_portrait</PortraitIcon>
		<RolloverTextID>81086</RolloverTextID>
		<ShortRolloverTextID>81087</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>115.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7413' name='WOLBaturu'>
		<DBID>7413</DBID>
		<DisplayNameID>81097</DisplayNameID>
		<EditorNameID>81098</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Banner Cavalry\banner_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\banner_cavalry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\banner_cavalry_portrait</PortraitIcon>
		<RolloverTextID>81099</RolloverTextID>
		<ShortRolloverTextID>81100</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>140.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7414' name='WOLGeneralBombard'>
		<DBID>7414</DBID>
		<DisplayNameID>81112</DisplayNameID>
		<EditorNameID>81113</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.1600</MaxVelocity>
		<MaxRunVelocity>6.1600</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Long Dragon\long_dragon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\long_dragon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\long_dragon_portrait</PortraitIcon>
		<RolloverTextID>81114</RolloverTextID>
		<ShortRolloverTextID>81115</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>250.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>70.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>280.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.800000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7415' name='WOLYung'>
		<DBID>7415</DBID>
		<DisplayNameID>81108</DisplayNameID>
		<EditorNameID>81109</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Yung\yung.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\yung_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\yung_portrait</PortraitIcon>
		<RolloverTextID>81110</RolloverTextID>
		<ShortRolloverTextID>81111</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>10.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractLightInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.200000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.200000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.200000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7416' name='WOLFieldHospitalRussian'>
		<DBID>7416</DBID>
		<DisplayNameID>29733</DisplayNameID>
		<EditorNameID>81117</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\field_hospital\field_hospital.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>275.0000</InitialHitpoints>
		<MaxHitpoints>275.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='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 column='0' page='10'>Delete</Command>
		<Tactics>fieldhospital.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7417' name='WOLOutlawPoacher'>
		<DBID>7417</DBID>
		<DisplayNameID>81124</DisplayNameID>
		<EditorNameID>81125</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>7</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Poacher\outlaw_poacher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_BIG</PortraitIcon>
		<RolloverTextID>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>28.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Ranged</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorSharpshooter.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttackLong</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>18.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7418' name='WOLSaloonOutlawPoacher'>
		<DBID>7418</DBID>
		<DisplayNameID>81126</DisplayNameID>
		<EditorNameID>81128</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Poacher\outlaw_poacher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_BIG</PortraitIcon>
		<RolloverTextID>81130</RolloverTextID>
		<ShortRolloverTextID>81131</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>28.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonSharpshooter.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttackLong</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>18.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7419' name='WOLRepentantOutlawPoacher'>
		<DBID>7419</DBID>
		<DisplayNameID>81127</DisplayNameID>
		<EditorNameID>81129</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Poacher\outlaw_poacher.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Poacher_BIG</PortraitIcon>
		<RolloverTextID>81130</RolloverTextID>
		<ShortRolloverTextID>81131</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>28.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Gold'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonSharpshooter.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttackLong</Name>
			<Damage>70.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>18.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7420' name='WOLFieldHospitalWagon'>
		<DBID>7420</DBID>
		<DisplayNameID>81133</DisplayNameID>
		<EditorNameID>81134</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\outpost_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\outpost_wagon_portrait</PortraitIcon>
		<RolloverTextID>81135</RolloverTextID>
		<ShortRolloverTextID>81136</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>FieldHospital</Train>
		<Train column='0' page='6' row='0'>WOLFieldHospitalRussian</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='FieldHospital'>2.000000</Rate>
			<Rate type='WOLFieldHospitalRussian'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7421' name='WOLFrontierWagon'>
		<DBID>7421</DBID>
		<DisplayNameID>81151</DisplayNameID>
		<EditorNameID>81152</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\frontier_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\frontier_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\frontier_wagon_portrait</PortraitIcon>
		<RolloverTextID>81153</RolloverTextID>
		<ShortRolloverTextID>81154</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Outpost</Train>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='2' page='6' row='0'>Saloon</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Outpost'>4.000000</Rate>
			<Rate type='TradingPost'>4.000000</Rate>
			<Rate type='Saloon'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7422' name='WOLAngelStatueWagon'>
		<DBID>7422</DBID>
		<DisplayNameID>81155</DisplayNameID>
		<EditorNameID>81156</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>81157</RolloverTextID>
		<ShortRolloverTextID>81158</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>WOLAngelStatue</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WOLAngelStatue'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7423' name='WOLSawmillWagon'>
		<DBID>7423</DBID>
		<DisplayNameID>81159</DisplayNameID>
		<EditorNameID>81160</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>81161</RolloverTextID>
		<ShortRolloverTextID>81162</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>WOLSawmill</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WOLSawmill'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7424' name='WOLBurgWagon'>
		<DBID>7424</DBID>
		<DisplayNameID>81163</DisplayNameID>
		<EditorNameID>81164</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>81165</RolloverTextID>
		<ShortRolloverTextID>81166</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>WOLBurg</Train>
		<Train column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WOLBurg'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7425' name='WOLForeignLegion'>
		<DBID>7425</DBID>
		<DisplayNameID>81168</DisplayNameID>
		<EditorNameID>81169</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\foreign legion\legion.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\French Foreign Legion_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\French Foreign Legion_BIG</PortraitIcon>
		<RolloverTextID>81170</RolloverTextID>
		<ShortRolloverTextID>81171</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7426' name='WOLTradingPostWagon'>
		<DBID>7426</DBID>
		<DisplayNameID>81181</DisplayNameID>
		<EditorNameID>81182</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\misc_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\outpost_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\outpost_wagon_portrait</PortraitIcon>
		<RolloverTextID>81179</RolloverTextID>
		<ShortRolloverTextID>81180</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7427' name='WOLTradingPostPorter'>
		<DBID>7427</DBID>
		<DisplayNameID>81183</DisplayNameID>
		<EditorNameID>81184</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_portrait</PortraitIcon>
		<RolloverTextID>81179</RolloverTextID>
		<ShortRolloverTextID>81180</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7428' name='WOLBurg'>
		<DBID>7428</DBID>
		<DisplayNameID>81351</DisplayNameID>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\New Models\fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\burg</Icon>
		<MinimapIcon>ui\minimap\fort_star_16x16</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\burgBIG</PortraitIcon>
		<RolloverTextID>81352</RolloverTextID>
		<ShortRolloverTextID>81353</ShortRolloverTextID>
		<InitialHitpoints>6000.0000</InitialHitpoints>
		<MaxHitpoints>6000.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>360.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Train column='0' page='0' row='0'>Pavisier</Train>
		<Train column='1' page='0' row='0'>Landsknecht</Train>
		<Train column='2' page='0' row='0'>Pandour</Train>
		<Train column='3' page='0' row='0'>Doppelsoldner</Train>
		<Train column='4' page='0' row='0'>Grenzer</Train>
		<Train column='5' page='0' row='0'>Krajisnik</Train>
		<Train column='6' page='0' row='0'>Reiter</Train>
		<Train column='7' page='0' row='0'>Magyar</Train>
		<Tech column='0' page='1' row='0'>WOLBurgMoat</Tech>
		<Tech column='1' page='1' row='0'>WOLBurgThroneHall</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>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>230.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>110.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>220.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7429' name='WOLMineDiamond'>
		<DBID>7429</DBID>
		<DisplayNameID>603169</DisplayNameID>
		<EditorNameID>603170</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minediamond.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>603171</RolloverTextID>
		<ShortRolloverTextID>603172</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>8000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<GathererLimit>20</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>AbstractMine</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>MinedResource</UnitType>
		<UnitType>NatureClass</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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='7431' name='WOLTxapelgorris'>
		<DBID>7431</DBID>
		<DisplayNameID>81384</DisplayNameID>
		<EditorNameID>81385</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Chapelgorris\chapelgorris.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\chapelgorris_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\chapelgorris_BIG</PortraitIcon>
		<RolloverTextID>81386</RolloverTextID>
		<ShortRolloverTextID>81387</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Wood'>70.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7432' name='WOLLandwehr'>
		<DBID>7432</DBID>
		<DisplayNameID>81400</DisplayNameID>
		<EditorNameID>81401</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Landwehr\landwehr.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Landwehr\landwehr_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Landwehr\landwehr_portrait</PortraitIcon>
		<RolloverTextID>81402</RolloverTextID>
		<ShortRolloverTextID>81403</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7433' name='WOLJaeger'>
		<DBID>7433</DBID>
		<DisplayNameID>81413</DisplayNameID>
		<EditorNameID>81414</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Hessian Jaeger\hessian.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\jaeger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\jaeger_portrait</PortraitIcon>
		<RolloverTextID>81415</RolloverTextID>
		<ShortRolloverTextID>81416</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Gold'>90.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7434' name='WOLTotenkopfHussar'>
		<DBID>7434</DBID>
		<DisplayNameID>81430</DisplayNameID>
		<EditorNameID>81431</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Death Head Hussar\deathheadhorse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\death_hussar_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\death_hussar_BIG</PortraitIcon>
		<RolloverTextID>81432</RolloverTextID>
		<ShortRolloverTextID>81433</ShortRolloverTextID>
		<InitialHitpoints>700.0000</InitialHitpoints>
		<MaxHitpoints>700.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>35.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7435' name='WOLOutlawRugaRuga'>
		<DBID>7435</DBID>
		<DisplayNameID>81437</DisplayNameID>
		<EditorNameID>81438</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Ruga Ruga\outlaw_ruga_ruga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_BIG</PortraitIcon>
		<RolloverTextID>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7436' name='WOLSaloonOutlawRugaRuga'>
		<DBID>7436</DBID>
		<DisplayNameID>81439</DisplayNameID>
		<EditorNameID>81441</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ruga Ruga\outlaw_ruga_ruga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_BIG</PortraitIcon>
		<RolloverTextID>81443</RolloverTextID>
		<ShortRolloverTextID>8144</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7437' name='WOLRepentantOutlawRugaRuga'>
		<DBID>7437</DBID>
		<DisplayNameID>81440</DisplayNameID>
		<EditorNameID>81442</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ruga Ruga\outlaw_ruga_ruga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\ruga_ruga_BIG</PortraitIcon>
		<RolloverTextID>81443</RolloverTextID>
		<ShortRolloverTextID>81444</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>1.500000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7438' name='WOLCoop'>
		<DBID>7438</DBID>
		<DisplayNameID>81487</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\coop.xml</AnimFile>
		<DeadReplacement>building_rubble_2x2</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Other\coop_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Other\coop_BIG</PortraitIcon>
		<RolloverTextID>81488</RolloverTextID>
		<ShortRolloverTextID>81489</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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>AbstractFarm</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Resource</UnitType>
		<Train column='0' page='0' row='0'>Goose</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>UnlimitedSupply</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>livestockPen.tactics</Tactics>
	</Unit>
	<Unit id='7439' name='WOLKruppFactory'>
		<DBID>7439</DBID>
		<DisplayNameID>81495</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\FM21\Buildings\Krupp Factory\krupp_factory.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>81496</RolloverTextID>
		<ShortRolloverTextID>81497</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train column='0' page='0' row='0'>Grenadier</Train>
		<Tech column='0' page='1' row='0'>VeteranGrenadiers</Tech>
		<Tech column='0' page='1' row='0'>GuardGrenadiers</Tech>
		<Tech column='0' page='1' row='0'>ImperialGrenadiers</Tech>
		<Train column='1' page='0' row='0'>Falconet</Train>
		<Tech column='1' page='1' row='0'>FieldGun</Tech>
		<Tech column='1' page='1' row='0'>ImperialFieldGun</Tech>
		<Train column='2' page='0' row='0'>Culverin</Train>
		<Tech column='2' page='1' row='0'>GrapeShot</Tech>
		<Tech column='2' page='1' row='0'>ImperialCulverin</Tech>
		<Train column='3' page='0' row='0'>Mortar</Train>
		<Tech column='3' page='1' row='0'>Howitzer</Tech>
		<Tech column='3' page='1' row='0'>ImperialHowitzer</Tech>
		<Train column='4' page='0' row='0'>xpHorseArtillery</Train>
		<Tech column='4' page='1' row='0'>HeavyHorseArtillery</Tech>
		<Tech column='4' page='1' row='0'>ImperialHorseArtillery</Tech>
		<Train column='5' page='0' row='0'>xpPetard</Train>
		<!-- Start German Artillery Foundry Tactics -->
		<Tech column='0' page='11' row='0'>WOLKruppSpawnGrenadier</Tech>
		<Tech column='1' page='11' row='0'>WOLKruppSpawnFalconet</Tech>
		<Tech column='2' page='11' row='0'>WOLKruppSpawnCulverin</Tech>
		<Tech column='3' page='11' row='0'>WOLKruppSpawnMortar</Tech>
		<Tech column='4' page='11' row='0'>WOLKruppSpawnHorseArtillery</Tech>
		<Tech column='5' page='11' row='0'>WOLKruppSpawnPetard</Tech>
		<!-- End German Artillery Foundry Tactics -->
		<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 column='0' page='9'>Tactic0</Command>
		<Command column='1' page='9'>Tactic1</Command>
		<Command column='2' page='9'>Tactic2</Command>
		<Command column='3' page='9'>Tactic3</Command>
		<Command column='4' page='9'>Tactic4</Command>
		<Command column='5' page='9'>Tactic5</Command -->
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>kruppFactory.tactics</Tactics>
	</Unit>
	<Unit id='7440' name='WOLLonghouseTupi'>
		<DBID>7440</DBID>
		<DisplayNameID>43677</DisplayNameID>
		<EditorNameID>81498</EditorNameID>
		<PopulationCapAddition>20</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\buildings\house\tupi_house.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>81499</RolloverTextID>
		<ShortRolloverTextID>81500</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>50.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>175.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>WOLTupiRaidingPartyBlock</Train>
		<Tech column='0' page='2' row='0'>BigLonghouseTropical</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>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>longhouse.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7441' name='WOLTupiRaidingPartyBlock'>
		<DBID>7441</DBID>
		<DisplayNameID>81501</DisplayNameID>
		<EditorNameID>81502</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Tupi\war_chief.xml</AnimFile>
		<Icon>ui\techs\hc_champion_natives\hc_champion_natives</Icon>
		<PortraitIcon>ui\techs\hc_champion_natives\hc_champion_natives</PortraitIcon>
		<RolloverTextID>81503</RolloverTextID>
		<ShortRolloverTextID>81504</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7442' name='WOLFlankeur'>
		<DBID>7442</DBID>
		<DisplayNameID>81514</DisplayNameID>
		<EditorNameID>81515</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\flanquer\flanquer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Flankeur_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Flankeur_BIG</PortraitIcon>
		<RolloverTextID>81516</RolloverTextID>
		<ShortRolloverTextID>81517</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>18.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>95.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>22.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7443' name='WOLEntrepreneur'>
		<DBID>7443</DBID>
		<DisplayNameID>81583</DisplayNameID>
		<EditorNameID>81584</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>homecity\homecity_units\upper_class_male\upper_class_male.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\empretreneur</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\empretreneurBIG</PortraitIcon>
		<RolloverTextID>81585</RolloverTextID>
		<ShortRolloverTextID>81586</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>WOLStandGreatCompany</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
		</ProtoAction>
	</Unit>
	<Unit id='7444' name='WOLStandGreatCompany'>
		<DBID>7444</DBID>
		<DisplayNameID>81587</DisplayNameID>
		<EditorNameID>81588</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\americanstalls\cocacola.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>81589</RolloverTextID>
		<ShortRolloverTextID>81590</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<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>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<Train column='0' page='0' row='0'>WOLEntrepreneur</Train>
		<Tech column='0' page='1' row='1'>NAlevis01</Tech>
		<Tech column='1' page='1' row='1'>NAlevis02</Tech>
		<Tech column='2' page='1' row='1'>NAlevis03</Tech>
		<Tech column='3' page='1' row='1'>NAlevis04</Tech>
		<Tech column='4' page='1' row='1'>NAlevis05</Tech>
		<Tech column='5' page='1' row='1'>NAlevis06</Tech>
		<Tech column='0' page='1' row='1'>NAge01</Tech>
		<Tech column='1' page='1' row='1'>NAge02</Tech>
		<Tech column='2' page='1' row='1'>NAge03</Tech>
		<Tech column='3' page='1' row='1'>NAge04</Tech>
		<Tech column='4' page='1' row='1'>NAge05</Tech>
		<Tech column='5' page='1' row='1'>NAge06</Tech>
		<Tech column='0' page='1' row='1'>NAcocacola01</Tech>
		<Tech column='1' page='1' row='1'>NAcocacola02</Tech>
		<Tech column='2' page='1' row='1'>NAcocacola03</Tech>
		<Tech column='3' page='1' row='1'>NAcocacola04</Tech>
		<Tech column='4' page='1' row='1'>NAcocacola05</Tech>
		<Tech column='5' page='1' row='1'>NAcocacola06</Tech>
		<Tech column='0' page='1' row='1'>NAjohndeere01</Tech>
		<Tech column='1' page='1' row='1'>NAjohndeere02</Tech>
		<Tech column='2' page='1' row='1'>NAjohndeere03</Tech>
		<Tech column='3' page='1' row='1'>NAjohndeere04</Tech>
		<Tech column='4' page='1' row='1'>NAjohndeere05</Tech>
		<Tech column='5' page='1' row='1'>NAjohndeere06</Tech>
		<Tech column='0' page='1' row='1'>NAtiffany01</Tech>
		<Tech column='1' page='1' row='1'>NAtiffany02</Tech>
		<Tech column='2' page='1' row='1'>NAtiffany03</Tech>
		<Tech column='3' page='1' row='1'>NAtiffany04</Tech>
		<Tech column='4' page='1' row='1'>NAtiffany05</Tech>
		<Tech column='5' page='1' row='1'>NAtiffany06</Tech>
		<Tech column='0' page='1' row='1'>NAford01</Tech>
		<Tech column='1' page='1' row='1'>NAford02</Tech>
		<Tech column='2' page='1' row='1'>NAford03</Tech>
		<Tech column='3' page='1' row='1'>NAford04</Tech>
		<Tech column='4' page='1' row='1'>NAford05</Tech>
		<Tech column='5' page='1' row='1'>NAford06</Tech>
		<Tech column='0' page='1' row='1'>NAcolt01</Tech>
		<Tech column='1' page='1' row='1'>NAcolt02</Tech>
		<Tech column='2' page='1' row='1'>NAcolt03</Tech>
		<Tech column='3' page='1' row='1'>NAcolt04</Tech>
		<Tech column='4' page='1' row='1'>NAcolt05</Tech>
		<Tech column='5' page='1' row='1'>NAcolt06</Tech>
		<Tech column='0' page='1' row='1'>NAtexaco01</Tech>
		<Tech column='1' page='1' row='1'>NAtexaco02</Tech>
		<Tech column='2' page='1' row='1'>NAtexaco03</Tech>
		<Tech column='3' page='1' row='1'>NAtexaco04</Tech>
		<Tech column='4' page='1' row='1'>NAtexaco05</Tech>
		<Tech column='5' page='1' row='1'>NAtexaco06</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 column='0' page='10'>Delete</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Tactics>standGreatCompany.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.600000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7445' name='WOLTsarCannon'>
		<DBID>7445</DBID>
		<DisplayNameID>81626</DisplayNameID>
		<EditorNameID>81627</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>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Artillery\tsarcannon.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>81628</RolloverTextID>
		<ShortRolloverTextID>81629</ShortRolloverTextID>
		<InitialHitpoints>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildLimit>1</BuildLimit>
		<Bounty>70.0000</Bounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>600.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>RotateInPlace</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>greatBombard.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>8.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>GreatBombardBall</Projectile>
			<DamageBonus type='AbstractArtillery'>0.400000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7446' name='WOLRuca'>
		<DBID>7446</DBID>
		<DisplayNameID>81604</DisplayNameID>
		<EditorNameID>81605</EditorNameID>
		<PopulationCapAddition>15</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Buildings\Ruka\ruka.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>ui\buildings\az_house_icon</Icon>
		<PortraitIcon>ui\buildings\az_house_portrait</PortraitIcon>
		<RolloverTextID>81606</RolloverTextID>
		<ShortRolloverTextID>81607</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train column='0' page='0' row='0'>WOTTANatGuaraniRifleman</Train>
		<Train column='1' page='0' row='0'>WOTTANatOrderKnight</Train>
		<Train column='2' page='0' row='0'>WOTTANatOrderSwordsman</Train>
		<Train column='3' page='0' row='0'>WOTTANatMiquelet</Train>
		<Train column='4' page='0' row='0'>WOTTANatCaptainDoMato</Train>
		<Train column='5' page='0' row='0'>WOTTANatApolicaneRider</Train>
		<Train column='6' page='0' row='0'>WOTTANatMaroon</Train>
		<Train column='7' page='0' row='0'>WOTTANatChola</Train>
		<Train column='8' page='0' row='0'>WOTTANatCangaceiro</Train>
		<Train column='9' page='0' row='0'>WOTTANatPirate</Train>
		<Train column='0' page='0' row='0'>ypNatChakram</Train>
		<Train column='1' page='0' row='0'>ypNatConquistador</Train>
		<Train column='1' page='0' row='0'>NatApolicaneRider</Train>
		<Train column='2' page='0' row='0'>ypNatRattanShield</Train>
		<Train column='3' page='0' row='0'>ypNatTigerClaw</Train>
		<Train column='4' page='0' row='0'>ypNatWarElephant</Train>
		<Train column='0' page='0' row='0'>NatBolasWarrior</Train>
		<Train column='2' page='0' row='0'>NatBlowgunWarrior</Train>
		<Train column='17' page='0' row='0'>NativeScout</Train>
		<Train column='19' page='0' row='0'>NatMedicineMan</Train>
		<Train column='0' page='0' row='0'>NatApacheCavalry</Train>
		<Train column='1' page='0' row='0'>NatBlackwoodArcher</Train>
		<Train column='3' page='0' row='0'>NatCheyenneRider</Train>
		<Train column='4' page='0' row='0'>NatClubman</Train>
		<Train column='5' page='0' row='0'>NatHolcanSpearman</Train>
		<Train column='6' page='0' row='0'>NatHorseArcher</Train>
		<Train column='7' page='0' row='0'>NatHuaminca</Train>
		<Train column='8' page='0' row='0'>NatHuronMantlet</Train>
		<Train column='9' page='0' row='0'>NatKlamathRifleman</Train>
		<Train column='10' page='0' row='0'>NatLightningWarrior</Train>
		<Train column='11' page='0' row='0'>NatMapucheClubman</Train>
		<Train column='12' page='0' row='0'>NatNavajoRifleman</Train>
		<Train column='13' page='0' row='0'>NatRifleman</Train>
		<Train column='14' page='0' row='0'>NatSharktoothBowman</Train>
		<Train column='15' page='0' row='0'>NatTracker</Train>
		<Train column='5' page='0' row='0'>ypNatSohei</Train>
		<Tech column='0' page='2' row='0'>BigRukaCopihue</Tech>
		
		<Tech column='1' page='4' row='0'>WOTTAcavalry02LA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03LA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04LA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02LA</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='7447' name='WOLIMSerduk'>
		<DBID>7447</DBID>
		<DisplayNameID>81665</DisplayNameID>
		<EditorNameID>81666</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\Serduk\Serduk.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\serduk_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\serdiuk_BIG</PortraitIcon>
		<RolloverTextID>81667</RolloverTextID>
		<ShortRolloverTextID>81668</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7448' name='WOLRitualistcMushroom'>
		<DBID>7448</DBID>
		<DisplayNameID>81639</DisplayNameID>
		<EditorNameID>81640</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\mushrooms.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>240.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>ritualisticMushroom.tactics</Tactics>
	</Unit>
	<Unit id='7449' name='WOLSaloonWagon'>
		<DBID>7449</DBID>
		<DisplayNameID>81641</DisplayNameID>
		<EditorNameID>81642</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>81643</RolloverTextID>
		<ShortRolloverTextID>81644</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Saloon</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Saloon'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7450' name='WOLSpyMineDefuser'>
		<DBID>7450</DBID>
		<DisplayNameID>81647</DisplayNameID>
		<EditorNameID>81648</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Spy\mine_defuser.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimapmine</MinimapIcon>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</MaxHitpoints>
		<Lifespan>0.1000</Lifespan>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='7451' name='WOLStarFort'>
		<DBID>7451</DBID>
		<DisplayNameID>81656</DisplayNameID>
		<ObstructionRadiusX>15.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>15.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Star Fort\starfort.xml</AnimFile>
		<DeadReplacement>BalkanRuins15x15</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>81657</RolloverTextID>
		<ShortRolloverTextID>81658</ShortRolloverTextID>
		<InitialHitpoints>10000.0000</InitialHitpoints>
		<MaxHitpoints>10000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>440.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>AbstractFort</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train column='0' page='0' row='0'>Hajduk</Train>
		<Train column='0' page='0' row='0'>Seimen</Train>
		<Train column='0' page='0' row='0'>OpolchenetSingle</Train>
		<Train column='1' page='0' row='0'>OpolchenetVoivod</Train>
		<Train column='2' page='0' row='0'>OpolchenetArmy</Train>
		<Train column='1' page='0' row='0'>Maceman</Train>
		<Train column='2' page='0' row='0'>Dorobant</Train>
		<Train column='2' page='0' row='0'>Chetnik</Train>
		<Train column='2' page='0' row='0'>Klepht</Train>
		<Train column='3' page='0' row='0'>Vanator</Train>
		<Train column='3' page='0' row='0'>Chorofylax</Train>
		<Train column='3' page='0' row='0'>SpasitelSingle</Train>
		<Train column='4' page='0' row='0'>SpasitelVoivod</Train>
		<Train column='5' page='0' row='0'>SpasitelArmy</Train>
		<Train column='0' page='0' row='0'>Stradiot</Train>
		<Train column='1' page='0' row='0'>Boyar</Train>
		<Train column='2' page='0' row='0'>Marauder</Train>
		<Train column='2' page='0' row='0'>Konjanik</Train>
		<Train column='2' page='0' row='0'>Calarashi</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>HeroName2</Flag -->
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>85.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7452' name='WOLStarFortWagon'>
		<DBID>7452</DBID>
		<DisplayNameID>81659</DisplayNameID>
		<EditorNameID>81660</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.5000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>81661</RolloverTextID>
		<ShortRolloverTextID>81662</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>WOLStarFort</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WOLStarFort'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7453' name='WOLMercCherryGun'>
		<DBID>7453</DBID>
		<DisplayNameID>81812</DisplayNameID>
		<EditorNameID>81813</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cherry Gun\cherry.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Units\Cherry Gun\cherry_gun_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Cherry Gun\cherry_gun_portrait</PortraitIcon>
		<RolloverTextID>81815</RolloverTextID>
		<ShortRolloverTextID>81816</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>62.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>explodingCannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.500000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7454' name='WOLRepentantCherryGun'>
		<DBID>7454</DBID>
		<DisplayNameID>81812</DisplayNameID>
		<EditorNameID>81814</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cherry Gun\cherry.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Units\Cherry Gun\cherry_gun_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Cherry Gun\cherry_gun_portrait</PortraitIcon>
		<RolloverTextID>81815</RolloverTextID>
		<ShortRolloverTextID>81816</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>62.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>explodingCannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.500000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7455' name='WOLMercKomiti'>
		<DBID>7455</DBID>
		<DisplayNameID>81481</DisplayNameID>
		<EditorNameID>81482</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Komiti\komiti.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Komiti\komiti_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Komiti\komiti_portrait</PortraitIcon>
		<RolloverTextID>81484</RolloverTextID>
		<ShortRolloverTextID>81485</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>14.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7456' name='WOLRepentantKomiti'>
		<DBID>7456</DBID>
		<DisplayNameID>81481</DisplayNameID>
		<EditorNameID>81483</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Komiti\komiti.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Komiti\komiti_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Komiti\komiti_portrait</PortraitIcon>
		<RolloverTextID>81484</RolloverTextID>
		<ShortRolloverTextID>81485</ShortRolloverTextID>
		<InitialHitpoints>85.0000</InitialHitpoints>
		<MaxHitpoints>85.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>14.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7457' name='WOLMarketWagon'>
		<DBID>7457</DBID>
		<DisplayNameID>81818</DisplayNameID>
		<EditorNameID>81819</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\market_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\spc_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\spc_wagon_portrait</PortraitIcon>
		<RolloverTextID>81820</RolloverTextID>
		<ShortRolloverTextID>81821</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>Market</Train>
		<Train column='0' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='0' page='6' row='0'>NAStore</Train>
		<Train column='0' page='6' row='0'>WOLMarketGreek</Train>
		<Train column='0' page='6' row='0'>WOLMarketIroquois</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Market'>3.000000</Rate>
			<Rate type='ypTradeMarketAsian'>3.000000</Rate>
			<Rate type='NAStore'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7458' name='WOLKansuBrave'>
		<DBID>7458</DBID>
		<DisplayNameID>81822</DisplayNameID>
		<EditorNameID>81823</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Kansu Brave\kansu_brave.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\kansu_brave_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\kansu_brave_portrait</PortraitIcon>
		<RolloverTextID>81824</RolloverTextID>
		<ShortRolloverTextID>81825</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7459' name='WOLAfricanUhlanMaturing'>
		<DBID>7459</DBID>
		<DisplayNameID>81833</DisplayNameID>
		<EditorNameID>81834</EditorNameID>
		<ObstructionRadiusX>0.3000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.3000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Discovery\maturing\maturing4.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<PlacementFile>maturinghorse.xml</PlacementFile>
		<Icon>units\cavalry\uhlan\uhlan_icon</Icon>
		<PortraitIcon>units\cavalry\uhlan\uhlan_portrait</PortraitIcon>
		<RolloverTextID>81835</RolloverTextID>
		<ShortRolloverTextID>81836</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>8.0000</BuildPoints>
		<Lifespan>30.0000</Lifespan>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Trade'>150.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.9000' />
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AFRICANmaturing</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Doppled</Flag>
		<Flag>SelectWithObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>FlattenGround</Flag>
		<Flag>ColonyBuilding</Flag>
		<Flag>FadeOutDuringDeathAnimation</Flag>
		<Flag>FadeOutDecalOnDeath</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>AFRICANmaturing.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7460' name='WOLTotem'>
		<DBID>7460</DBID>
		<DisplayNameID>81837</DisplayNameID>
		<EditorNameID>81838</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\NAN totems\totem.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<ImpactType>wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>81839</RolloverTextID>
		<ShortRolloverTextID>81840</ShortRolloverTextID>
		<InitialHitpoints>1500.0000</InitialHitpoints>
		<MaxHitpoints>1500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<MaxContained>0</MaxContained>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<!-- GathererLimit>1</GathererLimit -->
		<Cost resourcetype='Wood'>50.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Resource</UnitType>
		<Flag>UnlimitedSupply</Flag>
		<!-- Units -->
		<Train column='0' page='0' row='0'>Priest</Train>
		<Train column='1' page='0' row='0'>Inquisitor</Train>
		<!-- Religions and their techs -->
		<Tech column='2' page='0' row='0'>RELIGIONPriest01</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest02</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest03</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest04</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith01</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith02</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith03</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith04</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONAnimism</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONAtheism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONBaptist</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONHeliolatry</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONShamanism</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAnimism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAnimism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAnimism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAnimism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAnimism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAnimism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONBaptist01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONBaptist02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONBaptist03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONBaptist04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONBaptist05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONBaptist06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONHeliolatry01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONHeliolatry02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONHeliolatry03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONHeliolatry04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONHeliolatry05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONHeliolatry06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONShamanism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONShamanism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONShamanism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONShamanism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONShamanism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONShamanism06</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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>totem.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7461' name='WOLTotemGatherer'>
		<DBID>7461</DBID>
		<DisplayNameID>81841</DisplayNameID>
		<EditorNameID>81842</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>0.5000</IdleTimeout>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<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>81843</RolloverTextID>
		<ShortRolloverTextID>81844</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>0.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>10.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<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>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DoNotDieAtZeroHitpoints</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Tracked</Flag>
		<Tactics>totemGatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFame</Name>
			<Rate type='Fame'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='WOLTotem'>0.200000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7462' name='WOLRedGuard'>
		<DBID>7462</DBID>
		<DisplayNameID>81940</DisplayNameID>
		<EditorNameID>81941</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Red Guard\redguard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Red Guard\red_guard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Red Guard\red_guard_portrait</PortraitIcon>
		<RolloverTextID>81942</RolloverTextID>
		<ShortRolloverTextID>81943</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7463' name='WOLDecoyMerchant'>
		<DBID>7463</DBID>
		<DisplayNameID>82101</DisplayNameID>
		<EditorNameID>82102</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Italians\Villagers\merchant.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\merchant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\merchantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>82103</RolloverTextID>
		<ShortRolloverTextID>82104</ShortRolloverTextID>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>25</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFaithItalian</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.00000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.00000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>0.000001</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>0.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>0.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>0.000001</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>0.000001</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>0.000001</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>0.000001</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.000001</Rate>
			<Rate type='Basilica'>0.000001</Rate>
			<Rate type='ypmonastery'>0.000001</Rate>
			<Rate type='EGYChurchcaravan'>0.000001</Rate>
			<Rate type='SANmonument'>0.000001</Rate>
			<Rate type='SANmonument2'>0.000001</Rate>
			<Rate type='SANmonument3'>0.000001</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.000001</Rate>
			<Rate type='AbstractMine'>0.000001</Rate>
			<Rate type='Plantation'>0.000001</Rate>
			<Rate type='WOLPlantationIroquois'>0.000001</Rate>
			<Rate type='Herdable'>0.000001</Rate>
			<Rate type='Huntable'>0.000001</Rate>
			<Rate type='AppleTree'>0.000001</Rate>
			<Rate type='BananaBush'>0.000001</Rate>
			<Rate type='BerryBush'>0.000001</Rate>
			<Rate type='BerryBushSertao'>0.000001</Rate>
			<Rate type='Breadfruit'>0.000001</Rate>
			<Rate type='BushTomato'>0.000001</Rate>
			<Rate type='Coconut'>0.000001</Rate>
			<Rate type='CoconutPalm'>0.000001</Rate>
			<Rate type='CoffeePlant'>0.000001</Rate>
			<Rate type='DatePalm'>0.000001</Rate>
			<Rate type='GrapeBush'>0.000001</Rate>
			<Rate type='JabuticabaBush'>0.000001</Rate>
			<Rate type='KiwiFruit'>0.000001</Rate>
			<Rate type='MacadamiaTree'>0.000001</Rate>
			<Rate type='Mushrooms'>0.000001</Rate>
			<Rate type='OrangeTree'>0.000001</Rate>
			<Rate type='Peanuts'>0.000001</Rate>
			<Rate type='Pomegranate'>0.000001</Rate>
			<Rate type='SugarCaneBush'>0.000001</Rate>
			<Rate type='Watermelon'>0.000001</Rate>
			<Rate type='Farm'>0.000001</Rate>
			<Rate type='WOLFarmIroquois'>0.000001</Rate>
			<Rate type='Mill'>0.000001</Rate>
			<Rate type='WOLPasture'>0.000001</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.000001</Rate>
			<Rate type='AbstractTradeMarket'>0.000001</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.000001</Rate>
			<Rate type='ypGroveBuilding'>0.000001</Rate>
			<Rate type='africanlot'>0.000001</Rate>
			<Rate type='OlivePlantation'>0.000001</Rate>
			<Rate type='Beehive'>0.000001</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>0.000001</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>0.000001</Rate>
			<Rate type='Huntable'>0.000001</Rate>
			<Rate type='Tree'>0.000001</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7464' name='WOLBersagliere'>
		<DBID>7464</DBID>
		<DisplayNameID>82105</DisplayNameID>
		<EditorNameID>82106</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\bersaglieri\bersaglieri.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\Bersagliere</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\BersagliereBIG</PortraitIcon>
		<RolloverTextID>82107</RolloverTextID>
		<ShortRolloverTextID>82108</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>19.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7465' name='WOLAlpino'>
		<DBID>7465</DBID>
		<DisplayNameID>82118</DisplayNameID>
		<EditorNameID>82119</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Italians\alpino\alpino.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\Alpino</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\AlpinoBIG</PortraitIcon>
		<RolloverTextID>82120</RolloverTextID>
		<ShortRolloverTextID>82121</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>27.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>23.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7466' name='WOLBasilicaWagon'>
		<DBID>7466</DBID>
		<DisplayNameID>82251</DisplayNameID>
		<EditorNameID>82252</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>82253</RolloverTextID>
		<ShortRolloverTextID>82254</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Basilica</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Basilica'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7467' name='WOLOpolchenets'>
		<DBID>7467</DBID>
		<DisplayNameID>82298</DisplayNameID>
		<EditorNameID>82299</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Opolchenets\opolchenets.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Opolcheniye_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Opolcheniye_BIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>82300</RolloverTextID>
		<ShortRolloverTextID>82301</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7468' name='WOLAduanero'>
		<DBID>7468</DBID>
		<DisplayNameID>81371</DisplayNameID>
		<EditorNameID>81372</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Aduanero\aduanero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\aduanero_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\aduanero_BIG</PortraitIcon>
		<RolloverTextID>81373</RolloverTextID>
		<ShortRolloverTextID>81374</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>70.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Melee' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>AutogatherCoin</Name>
			<Rate type='Gold'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7469' name='WOLSokol'>
		<DBID>7469</DBID>
		<DisplayNameID>82462</DisplayNameID>
		<EditorNameID>82463</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Sokol\sokol_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\serbian cavalry_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\serbian cavalry_big</PortraitIcon>
		<RolloverTextID>82464</RolloverTextID>
		<ShortRolloverTextID>82465</ShortRolloverTextID>
		<InitialHitpoints>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>42.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7470' name='WOLSawmill'>
		<DBID>7470</DBID>
		<DisplayNameID>82501</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\New Models\lumbermill.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>barracks</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Patch\Icons\sawmill_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Patch\Icons\sawmill_portrait</PortraitIcon>
		<RolloverTextID>82502</RolloverTextID>
		<ShortRolloverTextID>82503</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>sawmill.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>2.750000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7471' name='GuerillaCavalry'>
		<DBID>7471</DBID>
		<DisplayNameID>80481</DisplayNameID>
		<EditorNameID>80482</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Guerilla\guerilla_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\gcavalry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\gcavalry_portrait</PortraitIcon>
		<RolloverTextID>80483</RolloverTextID>
		<ShortRolloverTextID>80484</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>LifespanUnit</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7472' name='GuerillaPiece'>
		<DBID>7472</DBID>
		<DisplayNameID>80485</DisplayNameID>
		<EditorNameID>80486</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Guerilla\guerilla_piece.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\units\pasavolante</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\pasavolanteBIG</PortraitIcon>
		<RolloverTextID>80487</RolloverTextID>
		<ShortRolloverTextID>80488</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>27.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<AutoAttackRange>24.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<UnitType>LifespanUnit</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerillaPiece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>55.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>2.000000</DamageArea>
			<DamageCap>110.000000</DamageCap>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7473' name='PoisonArrow'>
		<DBID>7473</DBID>
		<DisplayNameID>604111</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>30.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Tupi\poisonarrow2.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<Lifespan>2.0000</Lifespan>
		<LOS>0.0000</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='7474' name='WOLWingedHussar'>
		<DBID>7474</DBID>
		<DisplayNameID>80731</DisplayNameID>
		<EditorNameID>80732</EditorNameID>
		<PopulationCount>5</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Winged Hussar\winged_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<Icon>ui\Units\elmeti_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\WingedHussarBig</PortraitIcon>
		<RolloverTextID>80733</RolloverTextID>
		<ShortRolloverTextID>80734</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>4</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractLancer</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>wingedHussar.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>27.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7475' name='Prisoner'>
		<DBID>7475</DBID>
		<DisplayNameID>604583</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Tupi\prisoner.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\cow\cow_icon_64x64</Icon>
		<PortraitIcon>units\animals\cow\cow_portrait</PortraitIcon>
		<RolloverTextID>604584</RolloverTextID>
		<ShortRolloverTextID>28184</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>200.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>200.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<ResourceDecay>0.7500</ResourceDecay>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herd.tactics</Tactics>
	</Unit>
	<Unit id='7476' name='WOLVineyard'>
		<DBID>7476</DBID>
		<DisplayNameID>82129</DisplayNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\New Models\vineyard.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\italian\vineyard</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\italian\vineyardBIG</PortraitIcon>
		<RolloverTextID>82130</RolloverTextID>
		<ShortRolloverTextID>82131</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>FactoryCannery</Tech>
		<Tech column='1' page='9' row='0'>FactoryWaterPower</Tech>
		<Tech column='2' page='9' row='0'>FactorySteamPower</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 column='0' page='9'>Stance1</Command>
		<Command column='1' page='9'>Stance2</Command>
		<Command column='2' page='9'>Stance3</Command -->
		<Command column='1' page='10'>Delete</Command>
		<Tactics>vineyard.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Rate type='Food'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Rate type='Wood'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7477' name='WOLMonkDisciple'>
		<DBID>7477</DBID>
		<DisplayNameID>63454</DisplayNameID>
		<EditorNameID>63455</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>11.0000</TrainPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='5' page='11' row='0'>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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>ypchinesedisciple.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>2.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
			<DamageBonus type='Hero'>0.500000</DamageBonus>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7478' name='WOLRussianWinter'>
		<DBID>7478</DBID>
		<DisplayNameID>82332</DisplayNameID>
		<EditorNameID>82333</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>20.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>russianWinter.tactics</Tactics>
	</Unit>
	<Unit id='7479' name='WOLLootingBonusCoin'>
		<DBID>7479</DBID>
		<DisplayNameID>82334</DisplayNameID>
		<EditorNameID>82335</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>4.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Gold'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7481' name='IconPortraitNativeDock'>
		<DBID>7481</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Buildings\dock_icon</Icon>
		<PortraitIcon>ui\Buildings\dock_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7482' name='IconPortraitNativeMarket'>
		<DBID>7482</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Buildings\market_icon</Icon>
		<PortraitIcon>ui\Buildings\market_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7483' name='IconPortraitNativePlantation'>
		<DBID>7483</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Buildings\plantation_icon</Icon>
		<PortraitIcon>ui\Buildings\plantation_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7484' name='IconPortraitIroquoisTravois'>
		<DBID>7484</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Units\iro_travois_icon</Icon>
		<PortraitIcon>ui\Units\iro_travois_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7485' name='IconPortraitSiouxPriest'>
		<DBID>7485</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Units\sx_priest_icon</Icon>
		<PortraitIcon>ui\Units\sx_priest_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7486' name='IconPortraitSiouxTravois'>
		<DBID>7486</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Units\sx_travois_icon</Icon>
		<PortraitIcon>ui\Units\sx_travois_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7487' name='IconPortraitAztecTravois'>
		<DBID>7487</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Units\az_travois_icon</Icon>
		<PortraitIcon>ui\Units\az_travois_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7488' name='IconPortraitAztecVillager'>
		<DBID>7488</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>ui\Units\az_villager_icon</Icon>
		<PortraitIcon>ui\Units\az_vilager_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7489' name='IconPortraitRevolutionGatlingGun'>
		<DBID>7489</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\ggun_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\ggun_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7490' name='IconPortraitIndianRicePaddy'>
		<DBID>7490</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>buildings\asian_civs\rice_paddy\india_rice_paddy_icon_64</Icon>
		<PortraitIcon>buildings\asian_civs\rice_paddy\india_rice_paddy_icon_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7491' name='IconPortraitOttomanVillager'>
		<DBID>7491</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\modernization\ottomanvillager_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\modernization\ottomanvillager_portrait</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7492' name='IconPortraitParaguayanExplorer'>
		<DBID>7492</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Units\exploradora</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Units\exploradora_BIG</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7493' name='IconPortraitMexicanExplorer'>
		<DBID>7493</DBID>
		<AnimFile>units\villagers\envoy.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Bounty Hunter_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Bounty Hunter_BIG</PortraitIcon>
		<Flag>NotPlayerPlaceable</Flag>
	</Unit>
	<Unit id='7500' name='WotTANatives'>
		<DBID>7500</DBID>
		<DisplayNameID>80501</DisplayNameID>
		<EditorNameID>80502</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>1.0000</MaxVelocity>
		<MaxRunVelocity>2.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80503</RolloverTextID>
		<ShortRolloverTextID>80504</ShortRolloverTextID>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>1.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>1.0000</Bounty>
		<BuildBounty>1.0000</BuildBounty>
		<Cost resourcetype='Food'>1.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>NotPlayerPlaceable</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>envoy.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7501' name='WOTTANatSocketGuarani'>
		<DBID>7501</DBID>
		<DisplayNameID>80507</DisplayNameID>
		<EditorNameID>80508</EditorNameID>
		<SubCiv>Guarani</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Guarani</PortraitIcon>
		<RolloverTextID>80509</RolloverTextID>
		<ShortRolloverTextID>80510</ShortRolloverTextID>
		<LOS>0.0000</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='7502' name='WOTTANatGuaraniRifleman'>
		<DBID>7502</DBID>
		<DisplayNameID>80511</DisplayNameID>
		<EditorNameID>80512</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Guarani</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\terror_rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>80514</RolloverTextID>
		<ShortRolloverTextID>80515</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>guaraniRifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7503' name='WOTTANatMercGuaraniRifleman'>
		<DBID>7503</DBID>
		<DisplayNameID>80511</DisplayNameID>
		<EditorNameID>80513</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\terror_rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\natives\rifleman_icon_64x64</Icon>
		<PortraitIcon>units\natives\rifleman_portrait</PortraitIcon>
		<RolloverTextID>80514</RolloverTextID>
		<ShortRolloverTextID>80515</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>guaraniRifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7504' name='WOTTANatSocketOrderOfChrist'>
		<DBID>7504</DBID>
		<DisplayNameID>80531</DisplayNameID>
		<EditorNameID>80532</EditorNameID>
		<SubCiv>OrderOfChrist</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Christ</PortraitIcon>
		<RolloverTextID>80533</RolloverTextID>
		<ShortRolloverTextID>80534</ShortRolloverTextID>
		<LOS>0.0000</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='7505' name='WOTTANatOrderKnight'>
		<DBID>7505</DBID>
		<DisplayNameID>80535</DisplayNameID>
		<EditorNameID>80536</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>OrderOfChrist</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.7500</MaxVelocity>
		<MaxRunVelocity>7.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\christ_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Units\knightoftheorder</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Units\knightoftheorderBIG</PortraitIcon>
		<RolloverTextID>80537</RolloverTextID>
		<ShortRolloverTextID>80538</ShortRolloverTextID>
		<InitialHitpoints>450.0000</InitialHitpoints>
		<MaxHitpoints>450.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>175.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>4.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7506' name='WOTTANatOrderSwordsman'>
		<DBID>7506</DBID>
		<DisplayNameID>80539</DisplayNameID>
		<EditorNameID>80540</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>OrderOfChrist</SubCiv>
		<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>War of the Triple Alliance\Natives\christ_swordsman.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>80542</RolloverTextID>
		<ShortRolloverTextID>80543</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>39.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>22.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7507' name='WOTTANatMercOrderSwordsman'>
		<DBID>7507</DBID>
		<DisplayNameID>80539</DisplayNameID>
		<EditorNameID>80541</EditorNameID>
		<PopulationCount>0</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>War of the Triple Alliance\Natives\christ_swordsman.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>80542</RolloverTextID>
		<ShortRolloverTextID>80543</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>75.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handInfantrySplash.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>39.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>22.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>44.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7508' name='WOTTANatSocketRepubliqueta'>
		<DBID>7508</DBID>
		<DisplayNameID>80562</DisplayNameID>
		<EditorNameID>80563</EditorNameID>
		<SubCiv>Republiqueta</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Emboaba</PortraitIcon>
		<RolloverTextID>80564</RolloverTextID>
		<ShortRolloverTextID>80565</ShortRolloverTextID>
		<LOS>0.0000</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='7509' name='WOTTANatMiquelet'>
		<DBID>7509</DBID>
		<DisplayNameID>80566</DisplayNameID>
		<EditorNameID>80567</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Republiqueta</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\miquelet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Units\miquelet</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Units\miqueletBIG</PortraitIcon>
		<RolloverTextID>80569</RolloverTextID>
		<ShortRolloverTextID>80570</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>colonialMilitia.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7510' name='WOTTANatMercMiquelet'>
		<DBID>7510</DBID>
		<DisplayNameID>80566</DisplayNameID>
		<EditorNameID>80568</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\miquelet.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\miquelet</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\miqueletBIG</PortraitIcon>
		<RolloverTextID>80569</RolloverTextID>
		<ShortRolloverTextID>80570</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>55.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>colonialMilitia.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7511' name='WOTTANatMinerador'>
		<DBID>7511</DBID>
		<DisplayNameID>80571</DisplayNameID>
		<EditorNameID>80572</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Republiqueta</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\minerador.xml</AnimFile>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\miner\miner_icon</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>80573</RolloverTextID>
		<ShortRolloverTextID>80574</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2500' />
		<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>AbstractVillager</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>minerador.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>6.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.8000000</Rate>
			<Rate type='Plantation'>0.700000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7512' name='WOTTANatSocketPaulista'>
		<DBID>7512</DBID>
		<DisplayNameID>80590</DisplayNameID>
		<EditorNameID>80591</EditorNameID>
		<SubCiv>Paulista</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Bandeirante</PortraitIcon>
		<RolloverTextID>80592</RolloverTextID>
		<ShortRolloverTextID>80593</ShortRolloverTextID>
		<LOS>0.0000</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='7513' name='WOTTANatCaptainDoMato'>
		<DBID>7513</DBID>
		<DisplayNameID>80594</DisplayNameID>
		<EditorNameID>80595</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Paulista</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.2500</MaxVelocity>
		<MaxRunVelocity>9.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\captain_do_mato_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Units\capitao</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Units\capitao_BIG</PortraitIcon>
		<RolloverTextID>80597</RolloverTextID>
		<ShortRolloverTextID>80598</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>95.0000</Cost>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7514' name='WOTTANatMercCaptainDoMato'>
		<DBID>7514</DBID>
		<DisplayNameID>80594</DisplayNameID>
		<EditorNameID>80596</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\captain_do_mato_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Units\capitao</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Units\capitao_BIG</PortraitIcon>
		<RolloverTextID>80597</RolloverTextID>
		<ShortRolloverTextID>80598</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Food'>95.0000</Cost>
		<Cost resourcetype='Wood'>65.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7515' name='WOTTANatSocketGuaicuru'>
		<DBID>7515</DBID>
		<DisplayNameID>80614</DisplayNameID>
		<EditorNameID>80615</EditorNameID>
		<SubCiv>Guaicuru</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Guaicuru</PortraitIcon>
		<RolloverTextID>80616</RolloverTextID>
		<ShortRolloverTextID>80617</ShortRolloverTextID>
		<LOS>0.0000</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='7516' name='WOTTANatApolicaneRider'>
		<DBID>7516</DBID>
		<DisplayNameID>80618</DisplayNameID>
		<EditorNameID>80619</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Guaicuru</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\apolicane_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\axe_rider_icon_64x64</Icon>
		<PortraitIcon>units\natives\axe_rider_portrait</PortraitIcon>
		<RolloverTextID>80621</RolloverTextID>
		<ShortRolloverTextID>80622</ShortRolloverTextID>
		<InitialHitpoints>330.0000</InitialHitpoints>
		<MaxHitpoints>330.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractFort'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7517' name='WOTTANatMercApolicaneRider'>
		<DBID>7517</DBID>
		<DisplayNameID>80618</DisplayNameID>
		<EditorNameID>80620</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\apolicane_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>units\natives\axe_rider_icon_64x64</Icon>
		<PortraitIcon>units\natives\axe_rider_portrait</PortraitIcon>
		<RolloverTextID>80621</RolloverTextID>
		<ShortRolloverTextID>80622</ShortRolloverTextID>
		<InitialHitpoints>330.0000</InitialHitpoints>
		<MaxHitpoints>330.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<Cost resourcetype='wood'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractFort'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>21.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>84.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7518' name='WOTTANatSocketQuilombola'>
		<DBID>7518</DBID>
		<DisplayNameID>80638</DisplayNameID>
		<EditorNameID>80639</EditorNameID>
		<SubCiv>Quilombola</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Quilombola</PortraitIcon>
		<RolloverTextID>80640</RolloverTextID>
		<ShortRolloverTextID>80641</ShortRolloverTextID>
		<LOS>0.0000</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='7519' name='WOTTANatMaroon'>
		<DBID>7519</DBID>
		<DisplayNameID>80642</DisplayNameID>
		<EditorNameID>80643</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Quilombola</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\imbangala_warbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Incas\Maroon\maroonicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Incas\Maroon\maroon</PortraitIcon>
		<RolloverTextID>80645</RolloverTextID>
		<ShortRolloverTextID>80646</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>15</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7520' name='WOTTANatMercMaroon'>
		<DBID>7520</DBID>
		<DisplayNameID>80642</DisplayNameID>
		<EditorNameID>80644</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\imbangala_warbow.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Incas\Maroon\maroonicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Incas\Maroon\maroon</PortraitIcon>
		<RolloverTextID>80645</RolloverTextID>
		<ShortRolloverTextID>80646</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>archer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7521' name='WOTTANatSocketAymara'>
		<DBID>7521</DBID>
		<DisplayNameID>80662</DisplayNameID>
		<EditorNameID>80663</EditorNameID>
		<SubCiv>Aymara</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\native_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\n</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Aymara</PortraitIcon>
		<RolloverTextID>80664</RolloverTextID>
		<ShortRolloverTextID>80665</ShortRolloverTextID>
		<LOS>0.0000</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='7522' name='WOTTANatChola'>
		<DBID>7522</DBID>
		<DisplayNameID>80666</DisplayNameID>
		<EditorNameID>80667</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Aymara</SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\chola_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Natives\bola_rider_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Natives\bola_rider_portrait</PortraitIcon>
		<RolloverTextID>80669</RolloverTextID>
		<ShortRolloverTextID>80670</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>winitufe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7523' name='WOTTANatMercChola'>
		<DBID>7523</DBID>
		<DisplayNameID>80666</DisplayNameID>
		<EditorNameID>80668</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\chola_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Natives\bola_rider_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Natives\bola_rider_portrait</PortraitIcon>
		<RolloverTextID>80669</RolloverTextID>
		<ShortRolloverTextID>80670</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>65.0000</Cost>
		<Cost resourcetype='Wood'>35.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalry</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>winitufe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyCavalry'>2.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7524' name='WOTTANatSocketSertanejo'>
		<DBID>7524</DBID>
		<DisplayNameID>80686</DisplayNameID>
		<EditorNameID>80687</EditorNameID>
		<SubCiv>Sertanejo</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Sertanejo</PortraitIcon>
		<RolloverTextID>80688</RolloverTextID>
		<ShortRolloverTextID>80689</ShortRolloverTextID>
		<LOS>0.0000</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='7525' name='WOTTANatCangaceiro'>
		<DBID>7525</DBID>
		<DisplayNameID>80690</DisplayNameID>
		<EditorNameID>80691</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>Sertanejo</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\cangaceiro.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\cangaceiro_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\cangaceiro_big</PortraitIcon>
		<RolloverTextID>80693</RolloverTextID>
		<ShortRolloverTextID>80694</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>13</BuildLimit>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7526' name='WOTTANatMercCangaceiro'>
		<DBID>7526</DBID>
		<DisplayNameID>80690</DisplayNameID>
		<EditorNameID>80692</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\cangaceiro.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\cangaceiro_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\cangaceiro_big</PortraitIcon>
		<RolloverTextID>80693</RolloverTextID>
		<ShortRolloverTextID>80694</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>50.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>19.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7527' name='WOTTANatSocketPirates'>
		<DBID>7527</DBID>
		<DisplayNameID>80710</DisplayNameID>
		<EditorNameID>80711</EditorNameID>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\Pirate</PortraitIcon>
		<RolloverTextID>80712</RolloverTextID>
		<ShortRolloverTextID>80713</ShortRolloverTextID>
		<LOS>0.0000</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='7528' name='WOTTANatPirate'>
		<DBID>7528</DBID>
		<DisplayNameID>80714</DisplayNameID>
		<EditorNameID>80715</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\native_pirate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>80716</RolloverTextID>
		<ShortRolloverTextID>80717</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7529' name='WOTTANatMercPirate'>
		<DBID>7529</DBID>
		<DisplayNameID>80714</DisplayNameID>
		<EditorNameID>80817</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv>NatPirates</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\native_pirate.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\spc\pirates\pirate_icon</Icon>
		<PortraitIcon>units\spc\pirates\pirate_portrait</PortraitIcon>
		<RolloverTextID>80716</RolloverTextID>
		<ShortRolloverTextID>80717</ShortRolloverTextID>
		<InitialHitpoints>175.0000</InitialHitpoints>
		<MaxHitpoints>175.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType1</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>saloonPirate.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>4.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7530' name='WOLTravoisEgyptian'>
		<DBID>7530</DBID>
		<DisplayNameID>80820</DisplayNameID>
		<EditorNameID>80821</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\house\house.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7531' name='WOLStagecoachEgyptian1'>
		<DBID>7531</DBID>
		<DisplayNameID>80822</DisplayNameID>
		<EditorNameID>80823</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Egyptian\camelrider\camel.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7532' name='WOLStagecoachEgyptian2'>
		<DBID>7532</DBID>
		<DisplayNameID>80822</DisplayNameID>
		<EditorNameID>80824</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\market\market.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7533' name='WOLTravoisTribal1'>
		<DBID>7533</DBID>
		<DisplayNameID>80825</DisplayNameID>
		<EditorNameID>80826</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7534' name='WOLTravoisTribal2'>
		<DBID>7534</DBID>
		<DisplayNameID>80825</DisplayNameID>
		<EditorNameID>80827</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Poacher\outlaw_poacher.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7535' name='WOLTravoisTribal3'>
		<DBID>7535</DBID>
		<DisplayNameID>80825</DisplayNameID>
		<EditorNameID>80828</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7536' name='WOLStagecoachTribal1'>
		<DBID>7536</DBID>
		<DisplayNameID>80829</DisplayNameID>
		<EditorNameID>80830</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\escort\horse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7537' name='WOLStagecoachTribal2'>
		<DBID>7537</DBID>
		<DisplayNameID>80829</DisplayNameID>
		<EditorNameID>80831</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</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>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7538' name='WOLTravoisEuropeanNormal1'>
		<DBID>7538</DBID>
		<DisplayNameID>80832</DisplayNameID>
		<EditorNameID>80833</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\wardogs\wardog.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7539' name='WOLTravoisEuropeanNormal2'>
		<DBID>7539</DBID>
		<DisplayNameID>80832</DisplayNameID>
		<EditorNameID>80834</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\villagers\settler_wagon.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7540' name='WOLTravoisEuropeanLatin1'>
		<DBID>7540</DBID>
		<DisplayNameID>80835</DisplayNameID>
		<EditorNameID>80836</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Priest\missionary.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7541' name='WOLTravoisEuropeanLatin2'>
		<DBID>7541</DBID>
		<DisplayNameID>80835</DisplayNameID>
		<EditorNameID>80837</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\homecity_units\peasant_class_male\worker_food.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7542' name='WOLTravoisEuropeanLatin3'>
		<DBID>7542</DBID>
		<DisplayNameID>80835</DisplayNameID>
		<EditorNameID>80838</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\homecity_units\peasant_class_male\worker_wood.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7543' name='WOLTravoisEuropeanLatin4'>
		<DBID>7543</DBID>
		<DisplayNameID>80835</DisplayNameID>
		<EditorNameID>80839</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\homecity_units\peasant_class_male\worker_gold.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7544' name='WOLTravoisAustralian1'>
		<DBID>7544</DBID>
		<DisplayNameID>80840</DisplayNameID>
		<EditorNameID>80841</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\camel_explorer.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7545' name='WOLStagecoachAustralian'>
		<DBID>7545</DBID>
		<DisplayNameID>80842</DisplayNameID>
		<EditorNameID>80843</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Trade\ox_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCavalry</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7546' name='WOLWaterTravoisAsian'>
		<DBID>7546</DBID>
		<DisplayNameID>80844</DisplayNameID>
		<EditorNameID>80845</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNavalMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoProjectileDamage</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>Tracked</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7547' name='WOLWaterStagecoachAsian'>
		<DBID>7547</DBID>
		<DisplayNameID>80846</DisplayNameID>
		<EditorNameID>80847</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>units\asians\naval\war_junk\war_junk.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\asians\naval\war_junk\war_junk_icon_64</Icon>
		<PortraitIcon>units\asians\naval\war_junk\war_junk_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>850.0000</InitialHitpoints>
		<MaxHitpoints>850.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</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>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7548' name='WOLWaterTrainEngineAsian'>
		<DBID>7548</DBID>
		<DisplayNameID>80848</DisplayNameID>
		<EditorNameID>80849</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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>Unattackable</UnitType>
		<UnitType>RailroadUnit</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<Flag>TieToWaterSurface</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>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7549' name='WOLNatSocketFishingVillage'>
		<DBID>7549</DBID>
		<DisplayNameID>80007</DisplayNameID>
		<EditorNameID>80008</EditorNameID>
		<SubCiv>FishingVillage</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80009</RolloverTextID>
		<ShortRolloverTextID>80010</ShortRolloverTextID>
		<LOS>0.0000</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='7552' name='WOLNatSocketLoggingCamp'>
		<DBID>7552</DBID>
		<DisplayNameID>80031</DisplayNameID>
		<EditorNameID>80032</EditorNameID>
		<SubCiv>LoggingCamp</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80033</RolloverTextID>
		<ShortRolloverTextID>80034</ShortRolloverTextID>
		<LOS>0.0000</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='7555' name='WOLNatSocketMiningCamp'>
		<DBID>7555</DBID>
		<DisplayNameID>80055</DisplayNameID>
		<EditorNameID>80056</EditorNameID>
		<SubCiv>MiningCamp</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80057</RolloverTextID>
		<ShortRolloverTextID>80058</ShortRolloverTextID>
		<LOS>0.0000</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='7558' name='WOLNatSocketFarmstead'>
		<DBID>7558</DBID>
		<DisplayNameID>80079</DisplayNameID>
		<EditorNameID>80080</EditorNameID>
		<SubCiv>Farmstead</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80081</RolloverTextID>
		<ShortRolloverTextID>80082</ShortRolloverTextID>
		<LOS>0.0000</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='7561' name='WOLNatSocketShepherdVillage'>
		<DBID>7561</DBID>
		<DisplayNameID>80103</DisplayNameID>
		<EditorNameID>80104</EditorNameID>
		<SubCiv>ShepherdVillage</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80105</RolloverTextID>
		<ShortRolloverTextID>80106</ShortRolloverTextID>
		<LOS>0.0000</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='7564' name='WOLNatSheepdog'>
		<DBID>7564</DBID>
		<DisplayNameID>80112</DisplayNameID>
		<EditorNameID>80113</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>80114</RolloverTextID>
		<ShortRolloverTextID>80115</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractPet</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractPet'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractPet'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractPet'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7565' name='WOLNatSocketFurTrapper'>
		<DBID>7565</DBID>
		<DisplayNameID>80131</DisplayNameID>
		<EditorNameID>80132</EditorNameID>
		<SubCiv>FurTrapper</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80133</RolloverTextID>
		<ShortRolloverTextID>80134</ShortRolloverTextID>
		<LOS>0.0000</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='7568' name='WOLNatSocketPriory'>
		<DBID>7568</DBID>
		<DisplayNameID>80155</DisplayNameID>
		<EditorNameID>80156</EditorNameID>
		<SubCiv>Priory</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Delta\EURO NS\icon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Delta\EURO NS\BIG</PortraitIcon>
		<RolloverTextID>80157</RolloverTextID>
		<ShortRolloverTextID>80158</ShortRolloverTextID>
		<LOS>0.0000</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='7571' name='WOLChurchGreek'>
		<DBID>7571</DBID>
		<DisplayNameID>81532</DisplayNameID>
		<EditorNameID>81533</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\church.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\church\church_icon</Icon>
		<PortraitIcon>buildings\church\church_portrait</PortraitIcon>
		<RolloverTextID>81534</RolloverTextID>
		<ShortRolloverTextID>81535</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<MaxContained>0</MaxContained>
		<Bounty>80.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<CarryCapacity resourcetype='Fame'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Fame'>999.0000</InitialResource>
		<ResourceSubType>fame</ResourceSubType>
		<GathererLimit>15</GathererLimit>
		<UnitType>Resource</UnitType>
		<!-- Units -->
		<Train column='0' page='0' row='0'>Priest</Train>
		<Train column='1' page='0' row='0'>Inquisitor</Train>
		<!-- Religions and their techs -->
		<Tech column='2' page='0' row='0'>RELIGIONPriest01</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest02</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest03</Tech>
		<Tech column='2' page='0' row='0'>RELIGIONPriest04</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith01</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith02</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith03</Tech>
		<Tech column='3' page='0' row='0'>RELIGIONFaith04</Tech>
		<Tech column='0' page='1' row='0'>RELIGIONAtheism</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONOrthodox</Tech>
		<Tech column='1' page='1' row='0'>RELIGIONJudaism</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONOrthodox01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONOrthodox02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONOrthodox03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONOrthodox04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONOrthodox05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONOrthodox06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONJudaism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONJudaism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONJudaism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONJudaism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONJudaism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONJudaism06</Tech>
		<Tech column='0' page='1' row='1'>RELIGIONAtheism01</Tech>
		<Tech column='1' page='1' row='1'>RELIGIONAtheism02</Tech>
		<Tech column='2' page='1' row='1'>RELIGIONAtheism03</Tech>
		<Tech column='3' page='1' row='1'>RELIGIONAtheism04</Tech>
		<Tech column='4' page='1' row='1'>RELIGIONAtheism05</Tech>
		<Tech column='5' page='1' row='1'>RELIGIONAtheism06</Tech>
		<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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotDeleteable</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>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>church.tactics</Tactics>
		<!-- ProtoAction>
			<Name>AutoGatherFame</Name>
			<Type>AutoGather</Type>
			<Rate type='Fame'>0.500000</Rate>
		</ProtoAction -->
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7572' name='WOLHouseGreek'>
		<DBID>7572</DBID>
		<DisplayNameID>81536</DisplayNameID>
		<EditorNameID>81537</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\house\housebalkan.xml</AnimFile>
		<DeadReplacement>BalkanRuins2x2</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>house.xml</PlacementFile>
		<Icon>buildings\house\house_icon</Icon>
		<PortraitIcon>buildings\house\house_portrait</PortraitIcon>
		<RolloverTextID>81538</RolloverTextID>
		<ShortRolloverTextID>81539</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>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>
		<Flag>NotDeleteable</Flag>
		<Tactics>house.tactics</Tactics>
	</Unit>
	<Unit id='7573' name='WOLHuntingLodgeGreek'>
		<DBID>7573</DBID>
		<DisplayNameID>81540</DisplayNameID>
		<EditorNameID>81541</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\buildingsets\livestock_pen.xml</AnimFile>
		<DeadReplacement>BalkanRuins3x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>livestockpen</PhysicsInfo>
		<PlacementFile>buildingsmall.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\huntinglodge</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\huntinglodgeBIG</PortraitIcon>
		<RolloverTextID>81542</RolloverTextID>
		<ShortRolloverTextID>81543</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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 column='0' page='0' row='0'>Goose</Train>
		<Train column='1' page='0' row='0'>Sheep</Train>
		<Train column='2' page='0' row='0'>Cow</Train>
		<Tech column='0' page='1' row='0'>BalkanHunting1</Tech>
		<Tech column='0' page='1' row='0'>BalkanHunting2</Tech>
		<Tech column='0' page='1' row='0'>BalkanHerdable1</Tech>
		<Tech column='0' page='1' row='0'>BalkanHerdable2</Tech>
		<Tech column='0' page='1' row='0'>BalkanBuildingLOS1</Tech>
		<Tech column='0' page='1' row='0'>BalkanBuildingLOS2</Tech>
		<Tech column='0' page='1' row='0'>BalkanUnitLOS1</Tech>
		<Tech column='0' page='1' row='0'>BalkanUnitLOS2</Tech>
		<Tech column='0' page='2' row='0'>BalkanLodgeUp</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN04</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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Tactics>livestockpen.tactics</Tactics>
	</Unit>
	<Unit id='7574' name='WOLCasernGreek'>
		<DBID>7574</DBID>
		<DisplayNameID>81544</DisplayNameID>
		<EditorNameID>81545</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<BuildLimit>7</BuildLimit>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\casern.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>blockhouse</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\casern</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\casernBIG</PortraitIcon>
		<RolloverTextID>81546</RolloverTextID>
		<ShortRolloverTextID>81547</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<MaxContained>20</MaxContained>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>0.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>
		<Train column='0' page='0' row='0'>Hajduk</Train>
		<Train column='1' page='0' row='0'>Maceman</Train>
		<Train column='2' page='0' row='0'>Klepht</Train>
		<Train column='3' page='0' row='0'>Chorofylax</Train>
		<Tech column='0' page='1' row='0'>VeteranGreekBarracks</Tech>
		<Tech column='0' page='1' row='0'>GuardGreekBarracks</Tech>
		<Tech column='0' page='1' row='0'>ImperialGreekBarracks</Tech>
		<Tech column='0' page='2' row='0'>BalkanBarracks1</Tech>
		<Tech column='1' page='2' row='0'>BalkanBarracks2</Tech>
		<Tech column='2' page='2' row='0'>BalkanBarracks3</Tech>
		<Tech column='3' page='2' row='0'>BalkanBarracks4</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupBARRACKS04</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>
		<Flag>NotDeleteable</Flag>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Missionary</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Imam</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>blockhouse.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>120.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<Active>0</Active>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7575' name='WOLStableGreek'>
		<DBID>7575</DBID>
		<DisplayNameID>81548</DisplayNameID>
		<EditorNameID>81549</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\stables.xml</AnimFile>
		<DeadReplacement>BalkanRuins5x3</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>stable</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\stables\stables_icon</Icon>
		<PortraitIcon>buildings\stables\stables_portrait</PortraitIcon>
		<RolloverTextID>81550</RolloverTextID>
		<ShortRolloverTextID>81551</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>Stradiot</Train>
		<Train column='1' page='0' row='0'>Boyar</Train>
		<Train column='2' page='0' row='0'>Marauder</Train>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupSTABLE04</Tech>
		<Tech column='1' page='4' row='1'>BalkanStable1</Tech>
		<Tech column='2' page='4' row='1'>BalkanStable2</Tech>
		<Tech column='3' page='4' row='1'>BalkanStable3</Tech>
		<Tech column='4' page='4' row='1'>BalkanStable4</Tech>
		<Tech column='0' page='1' row='1'>VeteranGreekStable</Tech>
		<Tech column='0' page='1' row='1'>GuardGreekStable</Tech>
		<Tech column='0' page='1' row='1'>ImperialGreekStable</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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>barracks.tactics</Tactics>
	</Unit>
	<Unit id='7576' name='WOLCorralIroquois'>
		<DBID>7576</DBID>
		<DisplayNameID>81552</DisplayNameID>
		<EditorNameID>81553</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>81554</RolloverTextID>
		<ShortRolloverTextID>81555</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>xpHorseman</Train>
		<Train column='1' page='0' row='0'>xpMusketRider</Train>
		<Tech column='0' page='1' row='0'>EliteHorsemen</Tech>
		<Tech column='0' page='1' row='0'>ChampionHorsemen</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryHorsemen</Tech>
		<Tech column='1' page='1' row='0'>ChampionMusketRiders</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMusketRiders</Tech>
		<Tech column='0' page='2' row='0'>BigCorralHorseSecrets</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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='7577' name='WOLFarmIroquois'>
		<DBID>7577</DBID>
		<DisplayNameID>81556</DisplayNameID>
		<EditorNameID>81557</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>81558</RolloverTextID>
		<ShortRolloverTextID>81559</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Train column='0' page='0' row='0'>Sheep</Train>
		<Tech column='0' page='1' row='0'>ImpLargeScaleGathering</Tech>
		<Tech column='0' page='1' row='0'>HarvestCeremony</Tech>
		<Tech column='0' page='1' row='0'>GreatFeast</Tech>
		<Tech column='0' page='1' row='0'>GreenCornCeremony</Tech>
		<Tech column='0' page='2' row='0'>BigFarmStrawberry</Tech>
		<Tech column='1' page='1' row='0'>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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Tactics>farm.tactics</Tactics>
	</Unit>
	<Unit id='7578' name='WOLPlantationIroquois'>
		<DBID>7578</DBID>
		<DisplayNameID>81560</DisplayNameID>
		<EditorNameID>81561</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\plantation.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3plantation</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>81562</RolloverTextID>
		<ShortRolloverTextID>81563</ShortRolloverTextID>
		<InitialHitpoints>3500.0000</InitialHitpoints>
		<MaxHitpoints>3500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>320.0000</Bounty>
		<BuildBounty>160.0000</BuildBounty>
		<Cost resourcetype='Wood'>800.0000</Cost>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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 column='0' page='1' row='0'>EarthCeremony</Tech>
		<Tech column='0' page='1' row='0'>EarthGiftCeremony</Tech>
		<Tech column='0' page='1' row='0'>ImpExcessiveTributeNative</Tech>
		<Tech column='0' page='2' row='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>
		<Flag>NotDeleteable</Flag>
		<Tactics>plantation.tactics</Tactics>
	</Unit>
	<Unit id='7579' name='WOLWarHutIroquois'>
		<DBID>7579</DBID>
		<DisplayNameID>81564</DisplayNameID>
		<EditorNameID>81565</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\warhut\warhut.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>81566</RolloverTextID>
		<ShortRolloverTextID>81567</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>xpAenna</Train>
		<Train column='1' page='0' row='0'>xpTomahawk</Train>
		<Train column='2' page='0' row='0'>xpMusketWarrior</Train>
		<Tech column='0' page='1' row='0'>EliteAennas</Tech>
		<Tech column='0' page='1' row='0'>ChampionAennas</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryAennas</Tech>
		<Tech column='1' page='1' row='0'>EliteTomahawks</Tech>
		<Tech column='1' page='1' row='0'>ChampionTomahawk</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryTomahawks</Tech>
		<Tech column='2' page='1' row='0'>ChampionMusketWarriors</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryMusketWarriors</Tech>
		<Tech column='3' page='1' row='0'>StrongWarHut</Tech>
		<Tech column='3' page='1' row='0'>MightyWarHut</Tech>
		<Tech column='0' page='2' row='0'>BigWarHutLacrosse</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>
		<Flag>NotDeleteable</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Surgeon</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypCastleRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='2' page='10'>Eject</Command>
		<Command column='5' page='1'>StartNativeDance</Command>
		<Command column='5' page='1'>CancelNativeDance</Command>
		<Command column='5' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Tactics>warhut.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Accuracy>0.990000</Accuracy>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>24.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7580' name='WOLArtilleryDepotIroquois'>
		<DBID>7580</DBID>
		<DisplayNameID>81568</DisplayNameID>
		<EditorNameID>81569</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\artillery_depot.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<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>81570</RolloverTextID>
		<ShortRolloverTextID>81571</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>xpRam</Train>
		<Train column='1' page='0' row='0'>xpMantlet</Train>
		<Train column='2' page='0' row='0'>xpLightCannon</Train>
		<Tech column='0' page='1' row='0'>ChampionRams</Tech>
		<Tech column='1' page='1' row='0'>ChampionMantlets</Tech>
		<Tech column='0' page='1' row='0'>ImpLegendaryRams</Tech>
		<Tech column='1' page='1' row='0'>ImpLegendaryMantlets</Tech>
		<Tech column='2' page='1' row='0'>FieldCannon</Tech>
		<Tech column='2' page='1' row='0'>ImpLegendaryLightCannon</Tech>
		<Tech column='0' page='2' row='0'>BigSiegeshopSiegeDrill</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>
		<Flag>NotDeleteable</Flag>
		<Tactics>house.tactics</Tactics>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='7581' name='WOLMarketIroquois'>
		<DBID>7581</DBID>
		<DisplayNameID>81572</DisplayNameID>
		<EditorNameID>81573</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\market.xml</AnimFile>
		<DeadReplacement>BuildingRubble5x5</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>81574</RolloverTextID>
		<ShortRolloverTextID>81575</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>HuntingDogs</Tech>
		<Tech column='1' page='1' row='0'>CircularSaw</Tech>
		<Tech column='1' page='1' row='0'>Gangsaw</Tech>
		<Tech column='1' page='1' row='0'>LogFlume</Tech>
		<Tech column='1' page='1' row='0'>LumberCeremony</Tech>
		<Tech column='1' page='1' row='0'>ForestPeopleCeremony</Tech>
		<Tech column='1' page='1' row='0'>ForestSpiritCeremony</Tech>
		<Tech column='1' page='1' row='0'>ImpDeforestationNative</Tech>
		<Tech column='2' page='1' row='0'>PlacerMines</Tech>
		<Tech column='3' page='1' row='0'>SpiritMedicine</Tech>
		<Tech column='0' page='2' row='0'>BigMarketNewYear</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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7582' name='WOLSafehouseIroquois'>
		<DBID>7582</DBID>
		<DisplayNameID>81576</DisplayNameID>
		<EditorNameID>81577</EditorNameID>
		<ObstructionRadiusX>3.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<AnimFile>War of the Triple Alliance\Buildingsets\safehouse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\icons\safehouse</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\safehousebig</PortraitIcon>
		<RolloverTextID>81578</RolloverTextID>
		<ShortRolloverTextID>81579</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<LOS>14.0000</LOS>
		<BuildLimit>1</BuildLimit>
		<BuildPoints>40.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<Train column='0' page='0' row='0'>xpSpy</Train>
		<Tech column='0' page='1' row='1'>SPYagents</Tech>
		<Tech column='0' page='1' row='1'>SPYsecretagents</Tech>
		<Tech column='1' page='1' row='1'>SPYhandgun</Tech>
		<Tech column='1' page='1' row='1'>SPYringgun</Tech>
		<Tech column='1' page='1' row='1'>SPYdisguisedgun</Tech>
		<Tech column='2' page='1' row='1'>SPYspycoat</Tech>
		<Tech column='2' page='1' row='1'>SPYbulletproofvest</Tech>
		<Tech column='3' page='1' row='1'>SPYmagnifyingglass</Tech>
		<Tech column='0' page='1' row='2'>SPYdynamite</Tech>
		<Tech column='1' page='1' row='2'>SPYlandmine</Tech>
		<Tech column='1' page='1' row='2'>SPYadvancedlandmine</Tech>
		<Tech column='2' page='1' row='2'>SPYinfiltration</Tech>
		<Tech column='3' page='1' row='2'>Spies</Tech>
		<Tech column='3' page='1' row='2'>SpiesNative</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</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>SnapPlacement</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>safehouse.tactics</Tactics>
	</Unit>
	<Unit id='7583' name='WOLIMWorkerCHBlock'>
		<DBID>7583</DBID>
		<DisplayNameID>81669</DisplayNameID>
		<EditorNameID>81670</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerASIAN.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81671</RolloverTextID>
		<ShortRolloverTextID>81672</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7584' name='WOLIMWorkerCSABlock'>
		<DBID>7584</DBID>
		<DisplayNameID>81673</DisplayNameID>
		<EditorNameID>81674</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81675</RolloverTextID>
		<ShortRolloverTextID>81676</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7585' name='WOLIMWorkerGEBlock'>
		<DBID>7585</DBID>
		<DisplayNameID>81677</DisplayNameID>
		<EditorNameID>81678</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81679</RolloverTextID>
		<ShortRolloverTextID>81680</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7586' name='WOLIMWorkerIRBlock'>
		<DBID>7586</DBID>
		<DisplayNameID>81681</DisplayNameID>
		<EditorNameID>81682</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81683</RolloverTextID>
		<ShortRolloverTextID>81684</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7587' name='WOLIMWorkerITBlock'>
		<DBID>7587</DBID>
		<DisplayNameID>81685</DisplayNameID>
		<EditorNameID>81686</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81687</RolloverTextID>
		<ShortRolloverTextID>81688</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7588' name='WOLIMWorkerJPBlock'>
		<DBID>7588</DBID>
		<DisplayNameID>81689</DisplayNameID>
		<EditorNameID>81690</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerASIAN.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81691</RolloverTextID>
		<ShortRolloverTextID>81692</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7589' name='WOLIMWorkerLBBlock'>
		<DBID>7589</DBID>
		<DisplayNameID>81693</DisplayNameID>
		<EditorNameID>81694</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81695</RolloverTextID>
		<ShortRolloverTextID>81696</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7590' name='WOLIMWorkerPOLBlock'>
		<DBID>7590</DBID>
		<DisplayNameID>81697</DisplayNameID>
		<EditorNameID>81698</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81699</RolloverTextID>
		<ShortRolloverTextID>81700</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7591' name='WOLIMWorkerSCBlock'>
		<DBID>7591</DBID>
		<DisplayNameID>81701</DisplayNameID>
		<EditorNameID>81702</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81703</RolloverTextID>
		<ShortRolloverTextID>81704</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7592' name='WOLIMWorkerUKBlock'>
		<DBID>7592</DBID>
		<DisplayNameID>81705</DisplayNameID>
		<EditorNameID>81706</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<RolloverTextID>81707</RolloverTextID>
		<ShortRolloverTextID>81708</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Ships'>2.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7593' name='WOLIMLuebeckerBlock'>
		<DBID>7593</DBID>
		<DisplayNameID>81709</DisplayNameID>
		<EditorNameID>81710</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\mecklenburger\mecklenburger.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_big</PortraitIcon>
		<RolloverTextID>81711</RolloverTextID>
		<ShortRolloverTextID>81712</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>36.0000</Bounty>
		<BuildBounty>36.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7594' name='WOLIMChevaulegerBlock'>
		<DBID>7594</DBID>
		<DisplayNameID>81713</DisplayNameID>
		<EditorNameID>81714</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\chevauleger_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\chevauleger_BIG</PortraitIcon>
		<RolloverTextID>81715</RolloverTextID>
		<ShortRolloverTextID>81716</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7595' name='WOLIMOkinawanSpearmanBlock'>
		<DBID>7595</DBID>
		<DisplayNameID>81717</DisplayNameID>
		<EditorNameID>81718</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\Okinawan\okinawan.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\okinawanspearman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\okinawanspearmanBIG</PortraitIcon>
		<RolloverTextID>81719</RolloverTextID>
		<ShortRolloverTextID>81720</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>64.0000</Bounty>
		<BuildBounty>64.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7596' name='WOLIMKaratekaBlock'>
		<DBID>7596</DBID>
		<DisplayNameID>81721</DisplayNameID>
		<EditorNameID>81722</EditorNameID>
		<PopulationCount>10</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\Karate\japanesekarate.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Blackbelt_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Blackbelt_BIG</PortraitIcon>
		<RolloverTextID>81723</RolloverTextID>
		<ShortRolloverTextID>81724</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>120.0000</Bounty>
		<BuildBounty>120.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7597' name='WOLIMMountedSamuraiBlock'>
		<DBID>7597</DBID>
		<DisplayNameID>81725</DisplayNameID>
		<EditorNameID>81726</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Japanese\mountedsamurai\horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\mountedsamurai</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\mountedsamuraiBIG</PortraitIcon>
		<RolloverTextID>81727</RolloverTextID>
		<ShortRolloverTextID>81728</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7598' name='WOLIMRedshirtBlock'>
		<DBID>7598</DBID>
		<DisplayNameID>81729</DisplayNameID>
		<EditorNameID>81730</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Italian\Redshirt\redshirt.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\redshirt_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\redshirt_BIG</PortraitIcon>
		<RolloverTextID>81731</RolloverTextID>
		<ShortRolloverTextID>81732</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>90.0000</Bounty>
		<BuildBounty>90.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7599' name='WOLIMFilibusterBlock'>
		<DBID>7599</DBID>
		<DisplayNameID>81733</DisplayNameID>
		<EditorNameID>81734</EditorNameID>
		<PopulationCount>12</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Confederate\filibuster\filibuster.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\units\filibuster</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\filibusterBIG</PortraitIcon>
		<RolloverTextID>81735</RolloverTextID>
		<ShortRolloverTextID>81736</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>48.0000</Bounty>
		<BuildBounty>48.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7600' name='WOLIMFarrapoBlock'>
		<DBID>7600</DBID>
		<DisplayNameID>81737</DisplayNameID>
		<EditorNameID>81738</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\farrapo\farrapo_horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\tatterdemallion_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\tatterdemallion_portrait</PortraitIcon>
		<RolloverTextID>81739</RolloverTextID>
		<ShortRolloverTextID>81740</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>64.0000</Bounty>
		<BuildBounty>64.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7601' name='WOLIMSkiTrooperBlock'>
		<DBID>7601</DBID>
		<DisplayNameID>81741</DisplayNameID>
		<EditorNameID>81742</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\ski_trooper\ski_trooper.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\ski_trooper_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\ski_trooper_portrait</PortraitIcon>
		<RolloverTextID>81743</RolloverTextID>
		<ShortRolloverTextID>81744</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>75.0000</Bounty>
		<BuildBounty>75.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7602' name='WOLIMOpryshokBlock'>
		<DBID>7602</DBID>
		<DisplayNameID>81745</DisplayNameID>
		<EditorNameID>81746</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\opryshok\opryshok.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\opryshok_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\opryshok_big</PortraitIcon>
		<RolloverTextID>81747</RolloverTextID>
		<ShortRolloverTextID>81748</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7603' name='WOLIMSerdukBlock'>
		<DBID>7603</DBID>
		<DisplayNameID>81749</DisplayNameID>
		<EditorNameID>81750</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Ukrainian\Serduk\serduk.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\serduk_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\serdiuk_BIG</PortraitIcon>
		<RolloverTextID>81751</RolloverTextID>
		<ShortRolloverTextID>81752</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>51.0000</Bounty>
		<BuildBounty>51.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7604' name='WOLIMMaroniteRiflemanBlock'>
		<DBID>7604</DBID>
		<DisplayNameID>81753</DisplayNameID>
		<EditorNameID>81754</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Lebanese\Maronite\maronite.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\maronite_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\maronite_BIG</PortraitIcon>
		<RolloverTextID>81755</RolloverTextID>
		<ShortRolloverTextID>81756</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>51.0000</Bounty>
		<BuildBounty>51.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7605' name='WOLIMCoolieBlock'>
		<DBID>7605</DBID>
		<DisplayNameID>81757</DisplayNameID>
		<EditorNameID>81758</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Chinese\Coolie\coolie.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Coolie Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Coolie</PortraitIcon>
		<RolloverTextID>81759</RolloverTextID>
		<ShortRolloverTextID>81760</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7606' name='WOLIMAuxiliarBlock'>
		<DBID>7606</DBID>
		<DisplayNameID>81761</DisplayNameID>
		<EditorNameID>81762</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Polish\vistula\vistula.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\auxiliary_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\auxiliary_portrait</PortraitIcon>
		<RolloverTextID>81763</RolloverTextID>
		<ShortRolloverTextID>81764</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7607' name='WOLIMInfernalPicadorBlock'>
		<DBID>7607</DBID>
		<DisplayNameID>81765</DisplayNameID>
		<EditorNameID>81766</EditorNameID>
		<PopulationCount>8</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Polish\Lancier Polonais\polish_horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\infernal_picador_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\infernal_picador_portrait</PortraitIcon>
		<RolloverTextID>81767</RolloverTextID>
		<ShortRolloverTextID>81768</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7608' name='WOLIMFenianBlock'>
		<DBID>7608</DBID>
		<DisplayNameID>81769</DisplayNameID>
		<EditorNameID>81770</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Irish\Fenian\Fenian.xml</AnimFile>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\fenian_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\fenian_portrait</PortraitIcon>
		<RolloverTextID>81771</RolloverTextID>
		<ShortRolloverTextID>81772</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7609' name='WOLIMPatricioBlock'>
		<DBID>7609</DBID>
		<DisplayNameID>81773</DisplayNameID>
		<EditorNameID>81774</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Irish\San Patricio\patricio.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\brummer_big</PortraitIcon>
		<RolloverTextID>81775</RolloverTextID>
		<ShortRolloverTextID>81776</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>36.0000</Bounty>
		<BuildBounty>36.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7610' name='WOLIMWildGooseBlock'>
		<DBID>7610</DBID>
		<DisplayNameID>81777</DisplayNameID>
		<EditorNameID>81778</EditorNameID>
		<PopulationCount>9</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\wild geese\horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Immigrants\Units\German\chevauxleger\chevauxleger_portrait</PortraitIcon>
		<RolloverTextID>81779</RolloverTextID>
		<ShortRolloverTextID>81780</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Military</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>AllowOverPopCap</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>bannerArmy.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7611' name='WOLAURAdonten'>
		<DBID>7611</DBID>
		<DisplayNameID>80177</DisplayNameID>
		<EditorNameID>80178</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Adonten\adonten.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Adonten\adonten_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Adonten\adonten_portrait</PortraitIcon>
		<RolloverTextID>80179</RolloverTextID>
		<ShortRolloverTextID>80180</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7612' name='WOLAURBagirmiShieldmate'>
		<DBID>7612</DBID>
		<DisplayNameID>80181</DisplayNameID>
		<EditorNameID>80182</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Natives\Africa\Bagirmi\Bagirmi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>ui\units\cheyenne_cav_icon</Icon>
		<PortraitIcon>ui\units\cheyenne_cav_portrait</PortraitIcon>
		<RolloverTextID>80183</RolloverTextID>
		<ShortRolloverTextID>80184</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>28.0000</Bounty>
		<BuildBounty>28.0000</BuildBounty>
		<Cost resourcetype='Food'>170.0000</Cost>
		<Cost resourcetype='Gold'>110.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>AbstractHeavyCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7613' name='WOLAURDanakilWarrior'>
		<DBID>7613</DBID>
		<DisplayNameID>80185</DisplayNameID>
		<EditorNameID>80186</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Baggara Dervish\dervish.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Baggara Dervish\danakil_warrior_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Baggara Dervish\danakil_warrior_portrait</PortraitIcon>
		<RolloverTextID>80187</RolloverTextID>
		<ShortRolloverTextID>80188</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>11.0000</Bounty>
		<BuildBounty>11.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractPikeman</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>swordsman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7614' name='WOLAURJaidiaRifleman'>
		<DBID>7614</DBID>
		<DisplayNameID>80189</DisplayNameID>
		<EditorNameID>80190</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Jaidia Rifleman\Jaidia.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>80191</RolloverTextID>
		<ShortRolloverTextID>80192</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>10.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>5.0000</Bounty>
		<BuildBounty>5.0000</BuildBounty>
		<Cost resourcetype='Food'>20.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7615' name='WOLAURKommando'>
		<DBID>7615</DBID>
		<DisplayNameID>80193</DisplayNameID>
		<EditorNameID>80194</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Kommando\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Boer Kommando_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Boer Kommando_BIG</PortraitIcon>
		<RolloverTextID>80195</RolloverTextID>
		<ShortRolloverTextID>80196</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7616' name='WOLAURMerinaRifleman'>
		<DBID>7616</DBID>
		<DisplayNameID>80197</DisplayNameID>
		<EditorNameID>80198</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<SubCiv></SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Merina Rifleman\merina.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\carabinero_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\carabinero_portrait</PortraitIcon>
		<RolloverTextID>80199</RolloverTextID>
		<ShortRolloverTextID>80200</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7617' name='WOLAURKouloughli'>
		<DBID>7617</DBID>
		<DisplayNameID>80201</DisplayNameID>
		<EditorNameID>80202</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Kouloughli\kouloughli.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>80203</RolloverTextID>
		<ShortRolloverTextID>80204</ShortRolloverTextID>
		<InitialHitpoints>245.0000</InitialHitpoints>
		<MaxHitpoints>245.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>TorchProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>24.0000</Bounty>
		<BuildBounty>24.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractNativeWarrior</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>arsonist.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7618' name='WOLAgriculturalWagon'>
		<DBID>7618</DBID>
		<DisplayNameID>82312</DisplayNameID>
		<EditorNameID>82313</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\agricultural_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\agricultural_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\agricultural_wagon_portrait</PortraitIcon>
		<RolloverTextID>82314</RolloverTextID>
		<ShortRolloverTextID>82315</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Mill</Train>
		<Train column='0' page='6' row='0'>Plantation</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Mill'>4.000000</Rate>
			<Rate type='Plantation'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7619' name='WOLCityWagon'>
		<DBID>7619</DBID>
		<DisplayNameID>82316</DisplayNameID>
		<EditorNameID>82317</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\city_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\city_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\city_wagon_portrait</PortraitIcon>
		<RolloverTextID>82318</RolloverTextID>
		<ShortRolloverTextID>82319</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Basilica</Train>
		<Train column='1' page='6' row='0'>Capitol</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Basilica'>4.000000</Rate>
			<Rate type='Capitol'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7620' name='WOLIndustrialWagon'>
		<DBID>7620</DBID>
		<DisplayNameID>82320</DisplayNameID>
		<EditorNameID>82321</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\industrial_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\industrial_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\industrial_wagon_portrait</PortraitIcon>
		<RolloverTextID>82322</RolloverTextID>
		<ShortRolloverTextID>82323</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='0' page='6' row='0'>Arsenal</Train>
		<Train column='0' page='6' row='0'>WOLVineyard</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ArtilleryDepot'>4.000000</Rate>
			<Rate type='Arsenal'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7621' name='WOLMilitaryWagon'>
		<DBID>7621</DBID>
		<DisplayNameID>82324</DisplayNameID>
		<EditorNameID>82325</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\military_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\military_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\military_wagon_portrait</PortraitIcon>
		<RolloverTextID>82326</RolloverTextID>
		<ShortRolloverTextID>82327</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>Barracks</Train>
		<Train column='1' page='6' row='0'>Stable</Train>
		<Train column='2' page='6' row='0'>Safehouse</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Barracks'>4.000000</Rate>
			<Rate type='Stable'>4.000000</Rate>
			<Rate type='Safehouse'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7622' name='WOLTownWagon'>
		<DBID>7622</DBID>
		<DisplayNameID>82328</DisplayNameID>
		<EditorNameID>82329</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Wagons\town_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\town_wagon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\town_wagon_portrait</PortraitIcon>
		<RolloverTextID>82330</RolloverTextID>
		<ShortRolloverTextID>82331</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>12.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>HouseMed</Train>
		<Train column='1' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>LivestockPen</Train>
		<Train column='3' page='6' row='0'>WOLangelstatue</Train>
		<Train column='6' page='6' row='0'>Dock</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='HouseMed'>4.000000</Rate>
			<Rate type='Market'>4.000000</Rate>
			<Rate type='LivestockPen'>4.000000</Rate>
			<Rate type='WOLangelstatue'>4.000000</Rate>
			<Rate type='ITALIANfountain'>4.000000</Rate>
			<Rate type='ITALIANequestrian'>4.000000</Rate>
			<Rate type='Dock'>4.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7623' name='WOLPowerIncendioTrebuchet'>
		<DBID>7623</DBID>
		<DisplayNameID>70951</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<BuildLimit>4</BuildLimit>
		<Lifespan>32.0000</Lifespan>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>0.3000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>effects\fire\fire.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>3.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>0.0000</Bounty>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimapfire</MinimapIcon>
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>LogicalTypeHealed</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>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DieAtZeroResources</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Wanders</Flag>
		<Tactics>incendioTrebuchet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>5.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.100000</DamageBonus>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
			<DamageBonus type='POWERIncendio'>0.100000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7624' name='WOLMercBlueGuard'>
		<DBID>7624</DBID>
		<DisplayNameID>82365</DisplayNameID>
		<EditorNameID>82367</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Blue Guard\blue_guard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Blue Guard\blue_guard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Blue Guard\blue_guard_portrait</PortraitIcon>
		<RolloverTextID>82369</RolloverTextID>
		<ShortRolloverTextID>82370</ShortRolloverTextID>
		<InitialHitpoints>265.0000</InitialHitpoints>
		<MaxHitpoints>265.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000'/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7625' name='WOLRepentantBlueGuard'>
		<DBID>7625</DBID>
		<DisplayNameID>82366</DisplayNameID>
		<EditorNameID>82368</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Blue Guard\blue_guard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Blue Guard\blue_guard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Blue Guard\blue_guard_portrait</PortraitIcon>
		<RolloverTextID>82369</RolloverTextID>
		<ShortRolloverTextID>82370</ShortRolloverTextID>
		<InitialHitpoints>265.0000</InitialHitpoints>
		<MaxHitpoints>265.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000'/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>15.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>17.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>48.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7626' name='WOLMercWalloonGuard'>
		<DBID>7626</DBID>
		<DisplayNameID>82372</DisplayNameID>
		<EditorNameID>82374</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>War of the Triple Alliance\Units\Walloon Guard\walloon_guard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Walloon Guard\walloon_guard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Walloon Guard\walloon_guard_portrait</PortraitIcon>
		<RolloverTextID>82376</RolloverTextID>
		<ShortRolloverTextID>82377</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>17.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Gold'>130.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000'/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7627' name='WOLRepentantWalloonGuard'>
		<DBID>7627</DBID>
		<DisplayNameID>82373</DisplayNameID>
		<EditorNameID>82375</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>War of the Triple Alliance\Units\Walloon Guard\walloon_guard.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Walloon Guard\walloon_guard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Walloon Guard\walloon_guard_portrait</PortraitIcon>
		<RolloverTextID>82376</RolloverTextID>
		<ShortRolloverTextID>82377</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>17.0000</TrainPoints>
		<Bounty>13.0000</Bounty>
		<BuildBounty>13.0000</BuildBounty>
		<Cost resourcetype='Gold'>130.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000'/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHandInfantry</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7628' name='WOLMercAlkarLancer'>
		<DBID>7628</DBID>
		<DisplayNameID>82379</DisplayNameID>
		<EditorNameID>82381</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Alkar Lancer\alkar_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Alkar Lancer_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Alkar Lancer_BIG</PortraitIcon>
		<RolloverTextID>82383</RolloverTextID>
		<ShortRolloverTextID>82384</ShortRolloverTextID>
		<InitialHitpoints>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Gold'>225.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>76.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7629' name='WOLRepentantAlkarLancer'>
		<DBID>7629</DBID>
		<DisplayNameID>82380</DisplayNameID>
		<EditorNameID>82382</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Alkar Lancer\alkar_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Alkar Lancer_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Alkar Lancer_BIG</PortraitIcon>
		<RolloverTextID>82383</RolloverTextID>
		<ShortRolloverTextID>82384</ShortRolloverTextID>
		<InitialHitpoints>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>22.0000</Bounty>
		<BuildBounty>22.0000</BuildBounty>
		<Cost resourcetype='Gold'>225.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>5.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>76.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7630' name='WOLMercUskok'>
		<DBID>7630</DBID>
		<DisplayNameID>82386</DisplayNameID>
		<EditorNameID>82388</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Uskok\uskok.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\uskok_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\uskok_BIG</PortraitIcon>
		<RolloverTextID>82390</RolloverTextID>
		<ShortRolloverTextID>82391</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7631' name='WOLRepentantUskok'>
		<DBID>7631</DBID>
		<DisplayNameID>82387</DisplayNameID>
		<EditorNameID>82389</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Uskok\uskok.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\uskok_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\uskok_BIG</PortraitIcon>
		<RolloverTextID>82390</RolloverTextID>
		<ShortRolloverTextID>82391</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractWarShip'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7632' name='WOLPiedNoir'>
		<DBID>7632</DBID>
		<DisplayNameID>82400</DisplayNameID>
		<EditorNameID>82401</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Pied Noir\pied_noir.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Pied Noir\pied_noir_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Pied Noir\pied_noir_portrait</PortraitIcon>
		<RolloverTextID>82402</RolloverTextID>
		<ShortRolloverTextID>82403</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype ='Gold'>1.0000</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>Economic</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</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>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypMonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
			<Rate type='WOLChurchGreek'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.040000</Rate>
			<Rate type='Mill'>0.840000</Rate>
			<Rate type='WOLPasture'>0.840000</Rate>
			<Rate type='Plantation'>0.630000</Rate>
			<Rate type='WOLPlantationIroquois'>0.630000</Rate>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='Herdable'>2.500000</Rate>
			<Rate type='AbstractMine'>0.740000</Rate>
			<Rate type='AppleTree'>0.830000</Rate>
			<Rate type='BananaBush'>0.830000</Rate>
			<Rate type='BerryBush'>0.830000</Rate>
			<Rate type='BerryBushSertao'>0.830000</Rate>
			<Rate type='Breadfruit'>0.830000</Rate>
			<Rate type='BushTomato'>0.830000</Rate>
			<Rate type='Coconut'>0.830000</Rate>
			<Rate type='CoconutPalm'>0.830000</Rate>
			<Rate type='CoffeePlant'>0.830000</Rate>
			<Rate type='DatePalm'>0.830000</Rate>
			<Rate type='GrapeBush'>0.830000</Rate>
			<Rate type='JabuticabaBush'>0.830000</Rate>
			<Rate type='KiwiFruit'>0.830000</Rate>
			<Rate type='MacadamiaTree'>0.830000</Rate>
			<Rate type='Mushrooms'>0.830000</Rate>
			<Rate type='OrangeTree'>0.830000</Rate>
			<Rate type='Peanuts'>0.830000</Rate>
			<Rate type='Pomegranate'>0.830000</Rate>
			<Rate type='SugarCaneBush'>0.830000</Rate>
			<Rate type='Watermelon'>0.830000</Rate>
			<Rate type='Farm'>0.630000</Rate>
			<Rate type='WOLFarmIroquois'>0.630000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.630000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.430000</Rate>
			<Rate type='ypGroveBuilding'>0.620000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7633' name='WOLConsulateKommando'>
		<DBID>7633</DBID>
		<DisplayNameID>80463</DisplayNameID>
		<EditorNameID>80464</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_kommando_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Boer Kommando_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Boer Kommando_BIG</PortraitIcon>
		<RolloverTextID>80195</RolloverTextID>
		<ShortRolloverTextID>80196</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Trade'>180.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCoyoteMan'>2.750000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7634' name='WOLPirogueEgyptian'>
		<DBID>7634</DBID>
		<DisplayNameID>82429</DisplayNameID>
		<EditorNameID>82430</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\pirogue.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\pirogue_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\pirogue_portrait</PortraitIcon>
		<RolloverTextID>82431</RolloverTextID>
		<ShortRolloverTextID>82432</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fishingBoatAsian.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>16.000000</DamageCap>
			<Projectile>ArrowCanoe</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='7635' name='WOLMaraudingOutrigger'>
		<DBID>7635</DBID>
		<DisplayNameID>82433</DisplayNameID>
		<EditorNameID>82434</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\outrigger.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\outrigger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\outrigger_portrait</PortraitIcon>
		<RolloverTextID>82435</RolloverTextID>
		<ShortRolloverTextID>82436</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25.0000</Bounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>WaterGuardian</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>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>predatorBoatArrow.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7636' name='WOLMaraudingWaka'>
		<DBID>7636</DBID>
		<DisplayNameID>82437</DisplayNameID>
		<EditorNameID>82438</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\waka.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\waka_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\waka_portrait</PortraitIcon>
		<RolloverTextID>82439</RolloverTextID>
		<ShortRolloverTextID>82440</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25.0000</Bounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Transport</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>WaterGuardian</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>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>predatorBoatArrow.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7637' name='WOLMercGranaderoDeTarqui'>
		<DBID>7637</DBID>
		<DisplayNameID>82393</DisplayNameID>
		<EditorNameID>82395</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Granadero de Tarqui\tarqui_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Granadero de Tarqui\tarqui_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Granadero de Tarqui\tarqui_portrait</PortraitIcon>
		<RolloverTextID>82397</RolloverTextID>
		<ShortRolloverTextID>82398</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>horsegrenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>130.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>92.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>92.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7638' name='WOLRepentantGranaderoDeTarqui'>
		<DBID>7638</DBID>
		<DisplayNameID>82394</DisplayNameID>
		<EditorNameID>82396</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Zupay\Units\Granadero de Tarqui\tarqui_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Granadero de Tarqui\tarqui_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Granadero de Tarqui\tarqui_portrait</PortraitIcon>
		<RolloverTextID>82397</RolloverTextID>
		<ShortRolloverTextID>82398</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractSiegeTrooper</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>horsegrenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>130.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>92.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>42.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.500000</ROF>
			<DamageCap>92.000000</DamageCap>
			<DamageBonus type='AbstractHeavyInfantry'>2.500000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractWarship'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7639' name='WOLCarolean'>
		<DBID>7639</DBID>
		<DisplayNameID>82470</DisplayNameID>
		<EditorNameID>82471</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Carolean\carolean.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Carolean\carolean_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Carolean\carolean_portrait</PortraitIcon>
		<RolloverTextID>82472</RolloverTextID>
		<ShortRolloverTextID>82473</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7640' name='WOLDrabant'>
		<DBID>7640</DBID>
		<DisplayNameID>82483</DisplayNameID>
		<EditorNameID>82484</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Drabant\drabant_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Drabant\drabant_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Drabant\drabant_portrait</PortraitIcon>
		<RolloverTextID>82485</RolloverTextID>
		<ShortRolloverTextID>82486</ShortRolloverTextID>
		<InitialHitpoints>320.0000</InitialHitpoints>
		<MaxHitpoints>320.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7641' name='WOLNordenfeltGun'>
		<DBID>7641</DBID>
		<DisplayNameID>82494</DisplayNameID>
		<EditorNameID>82495</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>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Nordenfelt Gun\nordenfelt_gun.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\artillery\cannon\cannon_icon_64</Icon>
		<PortraitIcon>units\artillery\cannon\cannon_portrait</PortraitIcon>
		<RolloverTextID>82496</RolloverTextID>
		<ShortRolloverTextID>82497</ShortRolloverTextID>
		<InitialHitpoints>475.0000</InitialHitpoints>
		<MaxHitpoints>475.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>115.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>organGun.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>18.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageBonus type='Building'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7642' name='WOLPasture'>
		<DBID>7642</DBID>
		<DisplayNameID>82510</DisplayNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\pasture.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\buildings\pasture_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\buildings\pasture_big</PortraitIcon>
		<RolloverTextID>82511</RolloverTextID>
		<ShortRolloverTextID>82512</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>20.0000</BuildPoints>
		<Bounty>160.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Food'>300.0000</Cost>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<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>AbstractFarm</UnitType>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Resource</UnitType>
		<Tech column='0' page='1' row='1'>WOTTAmillARG01</Tech>
		<Tech column='0' page='1' row='1'>WOTTAmillARG02</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>farm.tactics</Tactics>
	</Unit>
	<Unit id='7643' name='WOLFurTraderAustralian'>
		<DBID>7643</DBID>
		<DisplayNameID>70913</DisplayNameID>
		<EditorNameID>82517</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<PopulationCount>1</PopulationCount>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Americans\furtrader.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Icon>War of the Triple Alliance\Icons\furtrader</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\furtraderportrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70915</RolloverTextID>
		<ShortRolloverTextID>70916</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>25.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>furtrader.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.26000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7644' name='WOLSpontoonerAustralian'>
		<DBID>7644</DBID>
		<DisplayNameID>71309</DisplayNameID>
		<EditorNameID>82518</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\spontooner\spontooner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\spontooner</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\spontoonerBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71311</RolloverTextID>
		<ShortRolloverTextID>71312</ShortRolloverTextID>
		<InitialHitpoints>135.0000</InitialHitpoints>
		<MaxHitpoints>135.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pikeman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.00000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7645' name='WOLMilitiaAustralian'>
		<DBID>7645</DBID>
		<DisplayNameID>71305</DisplayNameID>
		<EditorNameID>82519</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\militia\militia.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\militia</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\militiaBIG</PortraitIcon>
		<RolloverTextID>71307</RolloverTextID>
		<ShortRolloverTextID>71308</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7646' name='WOLRiflemanAustralian'>
		<DBID>7646</DBID>
		<DisplayNameID>71317</DisplayNameID>
		<EditorNameID>82520</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\rifleman\rifleman.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\rifleman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\riflemanBIG</PortraitIcon>
		<RolloverTextID>71319</RolloverTextID>
		<ShortRolloverTextID>71320</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>70.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>15.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7647' name='WOLLightCavalryAustralian'>
		<DBID>7647</DBID>
		<DisplayNameID>71313</DisplayNameID>
		<EditorNameID>82521</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>8.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\lightcavalry\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\lightcavalry</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\lightcavalryBIG</PortraitIcon>
		<RolloverTextID>71315</RolloverTextID>
		<ShortRolloverTextID>71316</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7648' name='WOLSapperAustralian'>
		<DBID>7648</DBID>
		<DisplayNameID>71321</DisplayNameID>
		<EditorNameID>82522</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\sapper\sapper.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\sapper</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\sapperBIG</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71323</RolloverTextID>
		<ShortRolloverTextID>71324</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHandSiege</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sapper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7649' name='WOLNapoleonAustralian'>
		<DBID>7649</DBID>
		<DisplayNameID>71325</DisplayNameID>
		<EditorNameID>82523</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Napoleon\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\napoleon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\napoleonBIG</PortraitIcon>
		<RolloverTextID>71327</RolloverTextID>
		<ShortRolloverTextID>71328</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>30.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>70.0000</Bounty>
		<BuildBounty>70.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>horseartillery.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>26.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>250.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7650' name='WOLBlakelyAustralian'>
		<DBID>7650</DBID>
		<DisplayNameID>71329</DisplayNameID>
		<EditorNameID>82524</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Blakely\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\blakely</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\blakelyBIG</PortraitIcon>
		<RolloverTextID>71331</RolloverTextID>
		<ShortRolloverTextID>71332</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>culverin.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>33.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>100.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Ship'>8.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7651' name='WOLWhitworthAustralian'>
		<DBID>7651</DBID>
		<DisplayNameID>71333</DisplayNameID>
		<EditorNameID>82525</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\NA\Whitworth\cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\whitworth</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\whitworthBIG</PortraitIcon>
		<RolloverTextID>71335</RolloverTextID>
		<ShortRolloverTextID>71336</ShortRolloverTextID>
		<InitialHitpoints>195.0000</InitialHitpoints>
		<MaxHitpoints>195.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>300.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='0' page='9'>Tactic4</Command>
		<Command column='1' page='9'>Tactic3</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>xplightcannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>65.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>32.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>3.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7652' name='WOLDictatorAustralian'>
		<DBID>7652</DBID>
		<DisplayNameID>71337</DisplayNameID>
		<EditorNameID>82526</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\artillery\Pedrero\pedrero.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\NAunits\dictator</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\NAunits\dictatorBIG</PortraitIcon>
		<RolloverTextID>71339</RolloverTextID>
		<ShortRolloverTextID>71340</ShortRolloverTextID>
		<InitialHitpoints>260.0000</InitialHitpoints>
		<MaxHitpoints>260.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>MortarShell</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>325.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>mortar.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Ship'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7653' name='WOLFishingBoatAustralian'>
		<DBID>7653</DBID>
		<DisplayNameID>22962</DisplayNameID>
		<EditorNameID>82527</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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 column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='FishTrap'>0.550000</Rate>
			<Rate type='WOLGuanera'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7654' name='WOLSteamboatAustralian'>
		<DBID>7654</DBID>
		<DisplayNameID>71420</DisplayNameID>
		<EditorNameID>82528</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\steamboat\steamboat.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>units\naval\fluyt\fluyt_icon_64x64</Icon>
		<PortraitIcon>units\naval\fluyt\fluyt_portrait</PortraitIcon>
		<RolloverTextID>71422</RolloverTextID>
		<ShortRolloverTextID>71423</ShortRolloverTextID>
		<InitialHitpoints>1650.0000</InitialHitpoints>
		<MaxHitpoints>1650.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>6</BuildLimit>
		<Bounty>80.0000</Bounty>
		<BuildBounty>80.0000</BuildBounty>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.8500' />
		<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 column='0' page='0' row='0'>WOLMilitiaAustralian</Train>
		<Train column='1' page='0' row='0'>WOLSpontoonerAustralian</Train>
		<Train column='2' page='0' row='0'>WOLLightCavalryAustralian</Train>
		<Train column='3' page='0' row='0'>WOLRiflemanAustralian</Train>
		<Train column='4' page='0' row='0'>NABushranger</Train>
		<Train column='4' page='0' row='0'>NAHeadhunter</Train>
		<Train column='5' page='0' row='0'>NARumCorps</Train>
		<Train column='5' page='0' row='0'>NATupara</Train>
		<Train column='6' page='0' row='0'>NABlackTracker</Train>
		<Train column='7' page='0' row='0'>NativePolice</Train>
		<Train column='7' page='0' row='0'>WalerHorse</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 column='0' page='11'>Abilities</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>36.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>72.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7655' name='WOLFrigateAustralian'>
		<DBID>7655</DBID>
		<DisplayNameID>27684</DisplayNameID>
		<EditorNameID>82529</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>frigate.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>SHIPmelee</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<!-- ProtoAction>
			<Name>ChainshotAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>GrapeshotAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction -->
	</Unit>
	<Unit id='7656' name='WOLTincladAustralian'>
		<DBID>7656</DBID>
		<DisplayNameID>71424</DisplayNameID>
		<EditorNameID>82530</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\tinclad\tinclad.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>ui\units\ironclad_icon</Icon>
		<PortraitIcon>ui\units\ironclad_portrait</PortraitIcon>
		<RolloverTextID>71426</RolloverTextID>
		<ShortRolloverTextID>71427</ShortRolloverTextID>
		<InitialHitpoints>2200.0000</InitialHitpoints>
		<MaxHitpoints>2200.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>500.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<MaxContained>50</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>Ironclad.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>180.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>10.000000</DamageBonus>
			<DamageArea>10.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.100000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>80.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>230.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7657' name='WOLPriestAustralian'>
		<DBID>7657</DBID>
		<DisplayNameID>22954</DisplayNameID>
		<EditorNameID>82531</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Priest\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>70578</RolloverTextID>
		<ShortRolloverTextID>25698</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<CarryCapacity resourcetype='Fame'>1.0000</CarryCapacity>
		<ProjectileProtoUnit>InvisibleProjectileNoTracer</ProjectileProtoUnit>
		<DeadReplacement>WOLPriestSpawn</DeadReplacement>
		<UnitAIType>RangedCombative</UnitAIType>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>priest.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Capoeira</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic1</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>30.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic2</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>27.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic3</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>24.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic4</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>19.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic5</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>15.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>30.0000</ROF>
			<HitPercent>100.000000</HitPercent>
			<HitPercentType>CriticalDisciple</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HeavenlyFireBomb2</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>3.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='ypMonastery'>1.000000</Rate>
			<Rate type='EGYChurchCaravan'>1.000000</Rate>
			<Rate type='SANmonument'>1.000000</Rate>
			<Rate type='SANmonument2'>1.000000</Rate>
			<Rate type='SANmonument3'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7658' name='WOLInquisitorAustralian'>
		<DBID>7658</DBID>
		<DisplayNameID>71524</DisplayNameID>
		<EditorNameID>82532</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<BuildLimit>20</BuildLimit>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Priest\inquisitor.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\inquisitor</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\inquisitorBIG</PortraitIcon>
		<RolloverTextID>71525</RolloverTextID>
		<ShortRolloverTextID>71526</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<Cost resourcetype='Fame'>100.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>Military</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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Flag>CanAutoHeal</Flag>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>inquisitor.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>5.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>HOLYcondemn</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>7.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>6.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7659' name='WOLSpyAustralian'>
		<DBID>7659</DBID>
		<DisplayNameID>46322</DisplayNameID>
		<EditorNameID>82533</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Spy\spy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\units\spy_icon</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimap</MinimapIcon>
		<PortraitIcon>ui\units\spy_portrait</PortraitIcon>
		<RolloverTextID>46321</RolloverTextID>
		<ShortRolloverTextID>46320</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>
		<Train column='0' page='6' row='0'>SpyMine</Train>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>spy.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='spymine'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>Sabotage</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>1.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MartialArts</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gunshot</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7660' name='WOLCowCoveredWagon'>
		<DBID>7660</DBID>
		<DisplayNameID>82568</DisplayNameID>
		<EditorNameID>82569</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Wagons\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>82570</RolloverTextID>
		<ShortRolloverTextID>82571</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='1' page='6' row='0'>Presidio</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7661' name='WOLCowCoveredWagonMexican'>
		<DBID>7661</DBID>
		<DisplayNameID>82572</DisplayNameID>
		<EditorNameID>82573</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</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>82574</RolloverTextID>
		<ShortRolloverTextID>82575</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>AbstractWagon</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='1' page='6' row='0'>Presidio</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TownCenter'>1.330000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7662' name='WOLAbilityStartTheCaravanRTBone'>
		<DBID>7662</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>120.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='7663' name='WOLAbilityStartTheCaravanEgyptianVillager'>
		<DBID>7663</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>120.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='7664' name='WOLAbilityStartTheCaravanTradesman'>
		<DBID>7664</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>120.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='7665' name='WOLAbilityStartTheCaravanSpiceStall'>
		<DBID>7665</DBID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>120.0000</Lifespan>
		<LOS>0.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
	</Unit>
	<Unit id='7666' name='WOLLineInfantry'>
		<DBID>7666</DBID>
		<DisplayNameID>82608</DisplayNameID>
		<EditorNameID>82609</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Line Infantry\line_infantry.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Line Infantry\line_infantry_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Line Infantry\line_infantry_portrait</PortraitIcon>
		<RolloverTextID>82610</RolloverTextID>
		<ShortRolloverTextID>82611</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>75.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7667' name='WOLRanger'>
		<DBID>7667</DBID>
		<DisplayNameID>82642</DisplayNameID>
		<EditorNameID>82643</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Ranger\ranger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ranger\ranger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ranger\ranger_portrait</PortraitIcon>
		<RolloverTextID>82644</RolloverTextID>
		<ShortRolloverTextID>82645</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>27.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7668' name='WOLRepentantMambi'>
		<DBID>7668</DBID>
		<DisplayNameID>82662</DisplayNameID>
		<EditorNameID>82663</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mambi\mambi_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Incas\Mambi\mambiicon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Incas\Mambi\mambi</PortraitIcon>
		<RolloverTextID>71748</RolloverTextID>
		<ShortRolloverTextID>71749</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Gold'>280.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>0.8000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageCap>80.000000</DamageCap>
			<ROF>1.000000</ROF>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7669' name='WOLRepentantZuavoBaiano'>
		<DBID>7669</DBID>
		<DisplayNameID>82665</DisplayNameID>
		<EditorNameID>82666</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\zuavo\zuavo.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\zuavo_bahiano_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\zuavo_bahiano_BIG</PortraitIcon>
		<RolloverTextID>71744</RolloverTextID>
		<ShortRolloverTextID>71745</ShortRolloverTextID>
		<InitialHitpoints>425.0000</InitialHitpoints>
		<MaxHitpoints>425.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>18.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7670' name='WOLRepentantBlandengue'>
		<DBID>7670</DBID>
		<DisplayNameID>82668</DisplayNameID>
		<EditorNameID>82669</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\blandengue\blandengue.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\blandengue_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\blandengue_portrait</PortraitIcon>
		<RolloverTextID>70726</RolloverTextID>
		<ShortRolloverTextID>70727</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>23.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>21.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractSiegeTrooper</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>grenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>108.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>70.000000</DamageCap>
			<!-- DamageBonus type='AbstractCavalryInfantry'>1.000000</DamageBonus -->
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<!-- Unit id='7671' name='WOLRepentantCaco'>
		<DBID>7671</DBID>
		<DisplayNameID>82671</DisplayNameID>
		<EditorNameID>82672</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Piket\piket.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\caco_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\caco_portrait</PortraitIcon>
		<RolloverTextID>71704</RolloverTextID>
		<ShortRolloverTextID>71705</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit -->
	<Unit id='7672' name='WOLRepentantJagunco'>
		<DBID>7672</DBID>
		<DisplayNameID>82674</DisplayNameID>
		<EditorNameID>82675</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<PopulationCount>3</PopulationCount>
		<AnimFile>War of the Triple Alliance\Units\Natives\jagunco.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\icons\cangaceiro_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\cangaceiro_portrait</PortraitIcon>
		<RolloverTextID>71092</RolloverTextID>
		<ShortRolloverTextID>71093</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Gold'>180.0000</Cost>
		<ScoreValue>40.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Siege' value='0.7000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7673' name='WOLRepentantLanceiroNegro'>
		<DBID>7673</DBID>
		<DisplayNameID>82677</DisplayNameID>
		<EditorNameID>82678</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Lanceiro Negro\horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\lanceiro negro_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\lanceiro negro_big</PortraitIcon>
		<RolloverTextID>72089</RolloverTextID>
		<ShortRolloverTextID>72090</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>4.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='7674' name='WOLRepentantPatangpuluhan'>
		<DBID>7674</DBID>
		<DisplayNameID>82707</DisplayNameID>
		<EditorNameID>82708</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Javanese\patangpuluh.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\patangpuluhan_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\patangpuluhan_portrait</PortraitIcon>
		<RolloverTextID>72188</RolloverTextID>
		<ShortRolloverTextID>72189</ShortRolloverTextID>
		<InitialHitpoints>620.0000</InitialHitpoints>
		<MaxHitpoints>620.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>19.0000</TrainPoints>
		<Bounty>42.0000</Bounty>
		<BuildBounty>42.0000</BuildBounty>
		<Cost resourcetype='Gold'>420.0000</Cost>
		<ScoreValue>42.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>33.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7675' name='WOLMiner'>
		<DBID>7675</DBID>
		<DisplayNameID>82710</DisplayNameID>
		<EditorNameID>82711</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\spc\miner\miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\NAunits\miner</Icon>
		<PortraitIcon>units\spc\miner\miner_portrait</PortraitIcon>
		<RolloverTextID>82712</RolloverTextID>
		<ShortRolloverTextID>82713</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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>AbstractRangedInfantry</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.5625000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='7676' name='WOLSerbianFireAge2'>
		<DBID>7676</DBID>
		<DisplayNameID>601255</DisplayNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\asians\chinese\changdao\changdao.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\serbianfire</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\serbianfire</PortraitIcon>
		<RolloverTextID>601256</RolloverTextID>
		<ShortRolloverTextID>601256</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<TrainPoints>1.0000</TrainPoints>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>incendio.tactics</Tactics>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='7677' name='WOLArtilleryDepotGreek'>
		<DBID>7677</DBID>
		<DisplayNameID>82722</DisplayNameID>
		<EditorNameID>82723</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\artillery_depot.xml</AnimFile>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<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>82724</RolloverTextID>
		<ShortRolloverTextID>82725</ShortRolloverTextID>
		<InitialHitpoints>2500.0000</InitialHitpoints>
		<MaxHitpoints>2500.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='0' row='0'>MuleArtillery</Train>
		<Train column='1' page='0' row='0'>Saboteur</Train>
		<Train column='2' page='0' row='0'>Schwarzlose</Train>
		<Train column='3' page='0' row='0'>SchneiderDanglis</Train>
		<Tech column='0' page='1' row='0'>GuardGreekFoundry</Tech>
		<Tech column='0' page='1' row='0'>ImperialGreekFoundry</Tech>
		<Tech column='0' page='5' row='0'>BalkanArtillery1</Tech>
		<Tech column='1' page='5' row='0'>BalkanArtillery2</Tech>
		<Tech column='2' page='5' row='0'>BalkanArtillery3</Tech>
		<Tech column='3' page='5' row='0'>BalkanArtillery4</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupDEPOT04</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>
		<Flag>NotDeleteable</Flag>
		<Tactics>house.tactics</Tactics>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
	</Unit>
	<Unit id='7678' name='WOLMarketGreek'>
		<DBID>7678</DBID>
		<DisplayNameID>82726</DisplayNameID>
		<EditorNameID>82727</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>5.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\market.xml</AnimFile>
		<DeadReplacement>BalkanRuins5x5</DeadReplacement>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\market\market_icon</Icon>
		<PortraitIcon>buildings\market\market_portrait</PortraitIcon>
		<RolloverTextID>82728</RolloverTextID>
		<ShortRolloverTextID>82729</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>15.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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 column='0' page='1' row='0'>Balkanmill01</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill02</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill03</Tech>
		<Tech column='0' page='1' row='0'>Balkanmill04</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood01</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood02</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood03</Tech>
		<Tech column='1' page='1' row='0'>BalkanWood04</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine01</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine02</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine03</Tech>
		<Tech column='2' page='1' row='0'>Balkanmine04</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL01</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL02</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL03</Tech>
		<Tech column='1' page='1' row='0'>GREEKageupMILL04</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp1</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp2</Tech>
		<Tech column='2' page='7' row='0'>BalkanMarketUp3</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>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='7'>MarketBuy1</Command>
		<Command column='1' page='7'>MarketBuy2</Command>
		<Command column='0' page='8'>MarketSell1</Command>
		<Command column='1' page='8'>MarketSell2</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7679' name='WOLSafehouseGreek'>
		<DBID>7679</DBID>
		<DisplayNameID>82730</DisplayNameID>
		<EditorNameID>82731</EditorNameID>
		<ObstructionRadiusX>3.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<AnimFile>War of the Triple Alliance\Buildingsets\safehouse.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\icons\safehouse</Icon>
		<PortraitIcon>War of the Triple Alliance\icons\safehousebig</PortraitIcon>
		<RolloverTextID>82732</RolloverTextID>
		<ShortRolloverTextID>82733</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<DeadReplacement>BalkanRuins4x4</DeadReplacement>
		<LOS>14.0000</LOS>
		<BuildLimit>1</BuildLimit>
		<BuildPoints>40.0000</BuildPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractFort</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<Train column='0' page='0' row='0'>xpSpy</Train>
		<Tech column='0' page='1' row='1'>SPYagents</Tech>
		<Tech column='0' page='1' row='1'>SPYsecretagents</Tech>
		<Tech column='1' page='1' row='1'>SPYhandgun</Tech>
		<Tech column='1' page='1' row='1'>SPYringgun</Tech>
		<Tech column='1' page='1' row='1'>SPYdisguisedgun</Tech>
		<Tech column='2' page='1' row='1'>SPYspycoat</Tech>
		<Tech column='2' page='1' row='1'>SPYbulletproofvest</Tech>
		<Tech column='3' page='1' row='1'>SPYmagnifyingglass</Tech>
		<Tech column='0' page='1' row='2'>SPYdynamite</Tech>
		<Tech column='1' page='1' row='2'>SPYlandmine</Tech>
		<Tech column='1' page='1' row='2'>SPYadvancedlandmine</Tech>
		<Tech column='2' page='1' row='2'>SPYinfiltration</Tech>
		<Tech column='3' page='1' row='2'>Spies</Tech>
		<Tech column='3' page='1' row='2'>SpiesNative</Tech>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>HasGatherPoint</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>SnapPlacement</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>safehouse.tactics</Tactics>
	</Unit>
	<Unit id='7680' name='WOLTravoisAustralian2'>
		<DBID>7680</DBID>
		<DisplayNameID>80840</DisplayNameID>
		<EditorNameID>82738</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\house\house.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>units\trade\travois_icon_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7681' name='WOLStagecoachEuropeanNormal'>
		<DBID>7681</DBID>
		<DisplayNameID>82739</DisplayNameID>
		<EditorNameID>82740</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\trade\supply_cart\supply_cart_all.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\trade\stagecoach_portrait</PortraitIcon>
		<RolloverTextID>80818</RolloverTextID>
		<ShortRolloverTextID>80819</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractCavalry</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='7682' name='WOLMercBlackShot'>
		<DBID>7682</DBID>
		<DisplayNameID>82741</DisplayNameID>
		<EditorNameID>82742</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Black Shot\black_shot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Black Shot\black_shot_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Black Shot\black_shot_portrait</PortraitIcon>
		<RolloverTextID>82744</RolloverTextID>
		<ShortRolloverTextID>82745</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='7683' name='WOLRepentantBlackShot'>
		<DBID>7683</DBID>
		<DisplayNameID>82741</DisplayNameID>
		<EditorNameID>82743</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Black Shot\black_shot.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Black Shot\black_shot_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Black Shot\black_shot_portrait</PortraitIcon>
		<RolloverTextID>82744</RolloverTextID>
		<ShortRolloverTextID>82745</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>16.0000</Bounty>
		<BuildBounty>16.0000</BuildBounty>
		<Cost resourcetype='Gold'>160.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Mercenary</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2206' name='ChineseColony'>
		<DBID>266</DBID>
		<DisplayNameID>604703</DisplayNameID>
		<EditorNameID>604704</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Javanese\Javanese.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\chinese_colony_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\chinese_colony_portrait</PortraitIcon>
		<RolloverTextID>601383</RolloverTextID>
		<ShortRolloverTextID>601384</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMWorkerCHBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMCoolieBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantCHUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantCHUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantCH01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantCH02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantCH03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantCH04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantCH05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantCH06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantCHBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2215' name='IMWorkerCH'>
		<DBID>269</DBID>
		<DisplayNameID>81175</DisplayNameID>
		<EditorNameID>81176</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerASIAN.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>81177</RolloverTextID>
		<ShortRolloverTextID>81178</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>ChineseHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>6.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>1000.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='AbstractHouse'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1608' name='ChineseHouse'>
		<DBID>270</DBID>
		<DisplayNameID>604707</DisplayNameID>
		<EditorNameID>604708</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Javanese\gubug.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>601395</RolloverTextID>
		<ShortRolloverTextID>601396</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1609' name='ChineseImmigrantWagon'>
		<DBID>271</DBID>
		<DisplayNameID>604699</DisplayNameID>
		<EditorNameID>604700</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Chinese\Wagon\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>604701</RolloverTextID>
		<ShortRolloverTextID>604702</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>ChineseColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='ChineseColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1610' name='IMCoolie'>
		<DBID>272</DBID>
		<DisplayNameID>604705</DisplayNameID>
		<EditorNameID>604706</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Chinese\Coolie\coolie.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Coolie Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Coolie</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>71323</RolloverTextID>
		<ShortRolloverTextID>71324</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.9000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractSiegeTrooper</UnitType>
		<UnitType>AbstractHandSiege</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractHeavyInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>SpyMine</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>sapper.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<DamageBonus type='Building'>6.000000</DamageBonus>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='spymine'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1611' name='PolishColony'>
		<DBID>277</DBID>
		<DisplayNameID>400266</DisplayNameID>
		<EditorNameID>400267</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Polish\Colony\polish.xml</AnimFile>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Fenriz\Icons\polish_colony_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Fenriz\Icons\polish_colony_portrait</PortraitIcon>
		<RolloverTextID>400268</RolloverTextID>
		<ShortRolloverTextID>400269</ShortRolloverTextID>
		<InitialHitpoints>6500.0000</InitialHitpoints>
		<MaxHitpoints>6500.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>60.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>240.0000</Bounty>
		<Cost resourcetype='Wood'>600.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>War of the Triple Alliance\Immigrants\Units\minimap</MinimapIcon>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeTCBuildLimit</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AbstractTownCenter</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='0' row='0'>WOLIMworkerPOLBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMAuxiliarBlock</Train>
		<Train column='1' page='0' row='0'>WOLIMInfernalPicadorBlock</Train>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantPOLUP1</Tech>
		<Tech column='0' page='1' row='0'>WOTTAimmigrantPOLUP2</Tech>
		<Tech column='1' page='1' row='0'>WOTTAimmigrantPOL01</Tech>
		<Tech column='2' page='1' row='0'>WOTTAimmigrantPOL02</Tech>
		<Tech column='3' page='1' row='0'>WOTTAimmigrantPOL03</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantPOL04</Tech>
		<Tech column='1' page='2' row='0'>WOTTAimmigrantPOL05</Tech>
		<Tech column='2' page='2' row='0'>WOTTAimmigrantPOL06</Tech>
		<Tech column='0' page='2' row='0'>WOTTAimmigrantPOLBB</Tech>
		<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>
		<Flag>HeroName2</Flag>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Imam</Contain>
		<Contain>Surgeon</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>Missionary</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='4' page='2'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='3' page='10'>TownBell</Command>
		<Command column='3' page='10'>ReturnToWork</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Command column='2' page='10'>Eject</Command>
		<Tactics>towncenter.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>32.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1612' name='IMWorkerPOL'>
		<DBID>1611</DBID>
		<DisplayNameID>400270</DisplayNameID>
		<EditorNameID>400271</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Worker\workerEURO.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\units\immigrant</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\units\immigrantBIG</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>400272</RolloverTextID>
		<ShortRolloverTextID>400273</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<UnitType>Mercenary</UnitType>
		<Train column='0' page='6' row='0'>PolishHouse</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='16' page='6' row='0'>MexicanSaloon</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='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>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>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>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='AbstractHouse'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>1.680000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1613' name='PolishHouse'>
		<DBID>1612</DBID>
		<DisplayNameID>400274</DisplayNameID>
		<EditorNameID>400275</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Immigrants\Buildings\Polish\House\house.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>400276</RolloverTextID>
		<ShortRolloverTextID>400277</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>2</AllowedAge>
		<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>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Mercenary</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>Tracked</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>autogatherer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1614' name='PolishImmigrantWagon'>
		<DBID>284</DBID>
		<DisplayNameID>400278</DisplayNameID>
		<EditorNameID>400279</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Polish\wagon\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>400280</RolloverTextID>
		<ShortRolloverTextID>400281</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>PolishColony</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='PolishColony'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1615' name='IMPicador'>
		<DBID>289</DBID>
		<DisplayNameID>400282</DisplayNameID>
		<EditorNameID>400283</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.7500</MaxVelocity>
		<MaxRunVelocity>8.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Polish\Lancier Polonais\polish_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\infernal_picador_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\infernal_picador_portrait</PortraitIcon>
		<RolloverTextID>400284</RolloverTextID>
		<ShortRolloverTextID>400285</ShortRolloverTextID>
		<InitialHitpoints>560.0000</InitialHitpoints>
		<MaxHitpoints>560.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>28.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>handCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>64.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>39.000000</DamageCap>
			<DamageBonus type='AbstractCavalry'>4.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>4.000000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1616' name='IMAuxiliar'>
		<DBID>290</DBID>
		<DisplayNameID>400286</DisplayNameID>
		<EditorNameID>400287</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Polish\vistula\vistula.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\auxiliar_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\auxiliar_portrait</PortraitIcon>
		<RolloverTextID>400288</RolloverTextID>
		<ShortRolloverTextID>400289</ShortRolloverTextID>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>26.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>46.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1870' name='IMFenian'>
		<DBID>291</DBID>
		<DisplayNameID>400290</DisplayNameID>
		<EditorNameID>400291</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Immigrants\Units\Irish\Fenian\Fenian.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\fenian_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\fenian_portrait</PortraitIcon>
		<RolloverTextID>400292</RolloverTextID>
		<ShortRolloverTextID>400293</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>12.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Ships'>1.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>6.000000</DamageBonus>
			<DamageBonus type='xpCoyoteMan'>2.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1872' name='AFRICANlottravois'>
		<DBID>1870</DBID>
		<DisplayNameID>604589</DisplayNameID>
		<EditorNameID>604591</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_portrait</PortraitIcon>
		<RolloverTextID>604590</RolloverTextID>
		<ShortRolloverTextID>602046</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>30.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Wood'>15.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='6' row='0'>africanlot</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>nativebuilder.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
		</ProtoAction>
	</Unit>
	<Unit id='1873' name='NABarn'>
		<DBID>292</DBID>
		<DisplayNameID>45818</DisplayNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\barn.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Buildings\barn</Icon>
		<PortraitIcon>ui\buildings\barn_portrait</PortraitIcon>
		<RolloverTextID>29031</RolloverTextID>
		<ShortRolloverTextID>29030</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<BuildPoints>20.0000</BuildPoints>
		<LOS>10.0000</LOS>
		<Bounty>100.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>200.0000</Cost>
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>10</GathererLimit>
		<DeadReplacement>BuildingRubble4x4</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<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>
		<UnitType>AbstractTypeHerdableMagnet</UnitType>
		<Train column='0' page='0' row='0'>Sheep</Train>
		<Train column='2' page='0' row='0'>Hen</Train>
		<Train column='0' page='0' row='0'>Pig</Train>
		<Train column='1' page='0' row='0'>Cow</Train>
		<Train column='0' page='0' row='0'>WoolSheep</Train>
		<Tech column='5' page='1' row='0'>SelectiveBreeding</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenLA01</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenLA02</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenNA01</Tech>
		<Tech column='5' page='1' row='0'>WOTTApenNA02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>GREEKageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>SERBIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>ROMANIANageupPEN04</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN01</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN02</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN03</Tech>
		<Tech column='0' page='2' row='0'>BULGARIANageupPEN04</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 column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Tactics>livestockpen.tactics</Tactics>
	</Unit>
	<Unit id='7496' name='CowFoodFactoryWagon'>
		<DBID>7496</DBID>
		<DisplayNameID>80801</DisplayNameID>
		<EditorNameID>80802</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cow Wagons\cow_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>80803</RolloverTextID>
		<ShortRolloverTextID>80804</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>FoodFactory</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='FoodFactory'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7497' name='CowWoodFactoryWagon'>
		<DBID>7497</DBID>
		<DisplayNameID>80805</DisplayNameID>
		<EditorNameID>80806</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cow Wagons\cow_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>80807</RolloverTextID>
		<ShortRolloverTextID>80808</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>WoodFactory</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WoodFactory'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7498' name='CowGoldFactoryWagon'>
		<DBID>7498</DBID>
		<DisplayNameID>80809</DisplayNameID>
		<EditorNameID>80810</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Cow Wagons\cow_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factory_wagon_icon_64x64</Icon>
		<PortraitIcon>units\trade\factory_wagon_portrait</PortraitIcon>
		<RolloverTextID>80811</RolloverTextID>
		<ShortRolloverTextID>80812</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>GoldFactory</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='GoldFactory'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='7499' name='WOLOutlawRodelero'>
		<DBID>7499</DBID>
		<DisplayNameID>80813</DisplayNameID>
		<EditorNameID>80814</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<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>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>325.0000</InitialHitpoints>
		<MaxHitpoints>325.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2358' name='BigPropOutback'>
		<DBID>294</DBID>
		<DisplayNameID>603510</DisplayNameID>
		<EditorNameID>603510</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\bigprop_outback.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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>
		<Flag>FlattenGround</Flag>
	</Unit>
	<Unit id='2359' name='MacadamiaTree'>
		<DBID>2359</DBID>
		<DisplayNameID>603508</DisplayNameID>
		<EditorNameID>603508</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_macadamia.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\forest\macadamia_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\forest\macadamia_portrait</PortraitIcon>
		<RolloverTextID>603509</RolloverTextID>
		<ShortRolloverTextID>603508</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>2000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2360' name='BushTomato'>
		<DBID>2360</DBID>
		<DisplayNameID>603516</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\bush_tomato.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\forest\bush_tomato_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\forest\bush_tomato_portrait</PortraitIcon>
		<RolloverTextID>603517</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='445330' name='MineOpal'>
		<DBID>445330</DBID>
		<DisplayNameID>603507</DisplayNameID>
		<EditorNameID>603506</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\mineopal.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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2200.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='2361' name='Wedge-tailedEagle'>
		<DBID>2361</DBID>
		<DisplayNameID>603505</DisplayNameID>
		<EditorNameID>603505</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\wedge-tailed_eagle.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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='2362' name='WhiteCockatoo'>
		<DBID>2362</DBID>
		<DisplayNameID>603503</DisplayNameID>
		<EditorNameID>603503</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\white_cockatoo.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\white_cockatoo_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\white_cockatoo_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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='2364' name='BlackCockatoo'>
		<DBID>2364</DBID>
		<DisplayNameID>603504</DisplayNameID>
		<EditorNameID>603504</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\black_cockatoo.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\black_cockatoo_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\black_cockatoo_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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='2365' name='TreeXanthorrhoea'>
		<DBID>295</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603502</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\xanthorrhoea.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603501</RolloverTextID>
		<ShortRolloverTextID>603502</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>250.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2366' name='TreeWhiteGum'>
		<DBID>296</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603500</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\white_gum.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603501</RolloverTextID>
		<ShortRolloverTextID>66057</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<LOS>8.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2341' name='AboriginalHunter'> TREASURE GUARDIAN VERSION
		<DBID>300</DBID>
		<DisplayNameID>603520</DisplayNameID>
		<EditorNameID>603522</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\aboriginal_hunter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\aboriginal_hunter_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\aboriginal_hunter_portrait</PortraitIcon>
		<RolloverTextID>29182</RolloverTextID>
		<ShortRolloverTextID>29181</ShortRolloverTextID>
		<InitialHitpoints>230.0000</InitialHitpoints>
		<MaxHitpoints>230.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<ProjectileProtoUnit>Javelin</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>8.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorarcher.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2342' name='NatAboriginalHunter'> RESCUABLE VERSION
		<DBID>302</DBID>
		<DisplayNameID>603520</DisplayNameID>
		<EditorNameID>603521</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\aboriginal_hunter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\aboriginal_hunter_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\aboriginal_hunter_portrait</PortraitIcon>
		<RolloverTextID>603523</RolloverTextID>
		<ShortRolloverTextID>25675</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>Javelin</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Economic</UnitType>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<UnitType>UnitClass</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 column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>nativeRanged.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyAttack</Name>
			<Damage>11.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>14.000000</MaxRange>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>0.400000</Rate>
			<Rate type='AppleTree'>0.500000</Rate>
			<Rate type='BananaBush'>0.500000</Rate>
			<Rate type='BerryBush'>0.500000</Rate>
			<Rate type='BerryBushSertao'>0.500000</Rate>
			<Rate type='Breadfruit'>0.500000</Rate>
			<Rate type='BushTomato'>0.500000</Rate>
			<Rate type='Coconut'>0.500000</Rate>
			<Rate type='CoconutPalm'>0.500000</Rate>
			<Rate type='CoffeePlant'>0.500000</Rate>
			<Rate type='DatePalm'>0.500000</Rate>
			<Rate type='GrapeBush'>0.500000</Rate>
			<Rate type='JabuticabaBush'>0.500000</Rate>
			<Rate type='KiwiFruit'>0.500000</Rate>
			<Rate type='MacadamiaTree'>0.500000</Rate>
			<Rate type='Mushrooms'>0.500000</Rate>
			<Rate type='OrangeTree'>0.500000</Rate>
			<Rate type='Peanuts'>0.500000</Rate>
			<Rate type='Pomegranate'>0.500000</Rate>
			<Rate type='SugarCaneBush'>0.500000</Rate>
			<Rate type='Watermelon'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herbable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2344' name='TreeFern'>
		<DBID>303</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603524</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_fern.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603525</RolloverTextID>
		<ShortRolloverTextID>66057</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2325' name='TreeIronbark'>
		<DBID>307</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603526</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_ironbark.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603501</RolloverTextID>
		<ShortRolloverTextID>25820</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2326' name='Thylacine'>
		<DBID>309</DBID>
		<DisplayNameID>603528</DisplayNameID>
		<EditorNameID>603529</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\thylacine.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\thylacine_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\thylacine_portrait</PortraitIcon>
		<RolloverTextID>28232</RolloverTextID>
		<ShortRolloverTextID>28231</ShortRolloverTextID>
		<InitialHitpoints>130.0000</InitialHitpoints>
		<MaxHitpoints>130.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2309' name='TreeWattle'>
		<DBID>311</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603527</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_wattle.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603501</RolloverTextID>
		<ShortRolloverTextID>25820</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2310' name='PetDingo'>
		<DBID>313</DBID>
		<DisplayNameID>603531</DisplayNameID>
		<EditorNameID>603530</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\dingo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\dingo_icon_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\dingo_icon_portrait</PortraitIcon>
		<RolloverTextID>28655</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2311' name='Waka'>
		<DBID>314</DBID>
		<DisplayNameID>603533</DisplayNameID>
		<EditorNameID>603532</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\waka.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\waka_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\waka_portrait</PortraitIcon>
		<RolloverTextID>603534</RolloverTextID>
		<ShortRolloverTextID>43507</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2312' name='Cassowary'>
		<DBID>315</DBID>
		<DisplayNameID>603536</DisplayNameID>
		<EditorNameID>603535</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\cassowary.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\cassowary_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\cassowary_portrait</PortraitIcon>
		<RolloverTextID>28232</RolloverTextID>
		<ShortRolloverTextID>28231</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>12.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2313' name='AboriginalElder'>
		<DBID>316</DBID>
		<DisplayNameID>603538</DisplayNameID>
		<EditorNameID>603537</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\aboriginal_elder.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\aboriginal_elder_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\aboriginal_elder_portrait</PortraitIcon>
		<RolloverTextID>603539</RolloverTextID>
		<ShortRolloverTextID>25667</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2293' name='NatConvictLabourer'> These are the ones trained at the Penal Colony
		<DBID>2293</DBID>
		<DisplayNameID>603541</DisplayNameID>
		<EditorNameID>603540</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\convict_labourer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\convict_labourer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\convict_labourer_portrait</PortraitIcon>
		<RolloverTextID>603542</RolloverTextID>
		<ShortRolloverTextID>603541</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Gold'>65.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<SubCiv>PenalColony</SubCiv>
		<Armor type='Ranged' value='0.4000' />
		<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>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coureur.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.040000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>0.400000</Rate>
			<Rate type='Mill'>0.500000</Rate>
			<Rate type='WOLPasture'>0.500000</Rate>
			<Rate type='AbstractMine'>0.740000</Rate>
			<Rate type='Plantation'>0.630000</Rate>
			<Rate type='WOLPlantationIroquois'>0.630000</Rate>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='Herdable'>2.500000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='MerinoRam'>2.000000</Rate>
			<Rate type='Farm'>0.400000</Rate>
			<Rate type='WOLFarmIroquois'>0.400000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.400000</Rate>
			<Rate type='AbstractTradeMarket'>0.800000</Rate>
			<Rate type='ypBerryBuilding'>0.400000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.400000</Rate>
			<Rate type='ypGroveBuilding'>0.400000</Rate>
			<Rate type='africanlot'>0.400000</Rate>
			<Rate type='OlivePlantation'>0.630000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>0.800000</Rate>
			<Rate type='Herdable'>0.800000</Rate>
			<Rate type='Tree'>0.800000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='Huntable'>2.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Guardian'>1.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2294' name='ConvictLabourer'>
		<DBID>2294</DBID>
		<DisplayNameID>81631</DisplayNameID>
		<EditorNameID>81632</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\convict_labourer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\convict_labourer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\convict_labourer_portrait</PortraitIcon>
		<RolloverTextID>81633</RolloverTextID>
		<ShortRolloverTextID>81634</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>29.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<CostEscalation>1.1</CostEscalation>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
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		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
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		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Congress</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>NABarn</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Lookout</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Bunker</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='1' page='6' row='0'>HouseBalkan</Train>
		<Train column='1' page='6' row='0'>WOLHouseHabsburg</Train>
		<Train column='1' page='6' row='0'>WOLRuca</Train>
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		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
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		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
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		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>convictLabourer.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ButtAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='WoolSheep'>1.000000</Rate>
			<Rate type='MerinoRam'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RifleAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2395' name='SilverFern'>
		<DBID>319</DBID>
		<EditorNameID>603543</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\silver_fern.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='2396' name='TreeFernTall'>
		<DBID>320</DBID>
		<DisplayNameID>23828</DisplayNameID>
		<EditorNameID>603544</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_fern_tall.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603525</RolloverTextID>
		<ShortRolloverTextID>603525</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>150.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2397' name='Kiwi'>
		<DBID>321</DBID>
		<DisplayNameID>603545</DisplayNameID>
		<EditorNameID>603545</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>War of the Triple Alliance\Units\Animals\kiwi.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhea\rhea_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\kiwi_portrait</PortraitIcon>
		<RolloverTextID>603546</RolloverTextID>
		<ShortRolloverTextID>603545</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='2398' name='Tuatara'>
		<DBID>322</DBID>
		<DisplayNameID>603547</DisplayNameID>
		<EditorNameID>603547</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>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\tuatara.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animaliguana</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\tuatara_portrait</PortraitIcon>
		<RolloverTextID>603548</RolloverTextID>
		<ShortRolloverTextID>603547</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>85.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='2399' name='KiwiFruit'>
		<DBID>323</DBID>
		<DisplayNameID>603549</DisplayNameID>
		<EditorNameID>603549</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\kiwi_fruit.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\forest\kiwi_fruit_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\forest\kiwi_fruit_portrait</PortraitIcon>
		<RolloverTextID>603550</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2277' name='GalahsFlyoff'>
		<DBID>324</DBID>
		<EditorNameID>62709</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\galah_flyoff.xml</AnimFile>
		<CorpseDecalTime>0.0000</CorpseDecalTime>
		<CorpseDecayDelay>2.0000</CorpseDecayDelay>
		<Lifespan>3.5000</Lifespan>
		<Decay delay='0.0000' duration='2.0000' />
		<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='2278' name='NuggetGalahs'>
		<DBID>325</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\galah.xml</AnimFile>
		<DeadReplacement>GalahsFlyoff</DeadReplacement>
		<DeadReplacementLifespan>3.5</DeadReplacementLifespan>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='2279' name='NuggetRockPainting'>
		<DBID>333</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\rock_painting.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='2280' name='TasmanianDevil'>
		<DBID>334</DBID>
		<DisplayNameID>603552</DisplayNameID>
		<EditorNameID>603551</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>War of the Triple Alliance\Units\Animals\devil_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\devil_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\devil_portrait</PortraitIcon>
		<RolloverTextID>26173</RolloverTextID>
		<ShortRolloverTextID>26172</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>7.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2281' name='MineGreenstone'>
		<DBID>335</DBID>
		<DisplayNameID>603554</DisplayNameID>
		<EditorNameID>603553</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minegreenstone.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>War of the Triple Alliance\Nature\greenstone_portrait</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>36006</RolloverTextID>
		<ShortRolloverTextID>36005</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2200.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='2282' name='ShepherdDogAus'>
		<DBID>336</DBID>
		<DisplayNameID>603555</DisplayNameID>
		<EditorNameID>603555</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\NA\aus dog.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\NA\aus_dog_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\NA\aus_dog_portrait</PortraitIcon>
		<RolloverTextID>444364</RolloverTextID>
		<ShortRolloverTextID>444365</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>1.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>10.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Armor type='Hand' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DogBite</Name>
			<Damage>45.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>10.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2283' name='CoconutPalm'>
		<DBID>344</DBID>
		<DisplayNameID>603556</DisplayNameID>
		<EditorNameID>603556</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\test\coconut.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Coconut</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Coconut_Big</PortraitIcon>
		<RolloverTextID>603557</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>2000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeVillagersRespondToAttack</UnitType>
		<UnitType>HuntedResource</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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2284' name='Breadfruit'>
		<DBID>347</DBID>
		<DisplayNameID>603558</DisplayNameID>
		<EditorNameID>603558</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\breadfruit.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\forest\breadfruit_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\forest\breadfruit_portrait</PortraitIcon>
		<RolloverTextID>603559</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>2000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='2285' name='PetOrca'>
		<DBID>348</DBID>
		<DisplayNameID>603561</DisplayNameID>
		<EditorNameID>603560</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12.0000</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>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>8</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2286' name='Lynx'>
		<DBID>2286</DBID>
		<DisplayNameID>603565</DisplayNameID>
		<EditorNameID>603564</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\lynx.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\lynx_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\lynx_portrait</PortraitIcon>
		<RolloverTextID>62655</RolloverTextID>
		<ShortRolloverTextID>62654</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</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>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>12.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2287' name='Highwayman'>
		<DBID>2287</DBID>
		<DisplayNameID>603567</DisplayNameID>
		<EditorNameID>603566</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\highwayman_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\highwayman_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\highwayman_portrait</PortraitIcon>
		<RolloverTextID>29168</RolloverTextID>
		<ShortRolloverTextID>29167</ShortRolloverTextID>
		<InitialHitpoints>390.0000</InitialHitpoints>
		<MaxHitpoints>390.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>15.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2288' name='RapaNuiWarrior'>
		<DBID>2288</DBID>
		<DisplayNameID>603569</DisplayNameID>
		<EditorNameID>603568</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\rapa_nui_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\rapa_nui_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\rapa_nui_portrait</PortraitIcon>
		<RolloverTextID>29182</RolloverTextID>
		<ShortRolloverTextID>29181</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2245' name='FishBarramundi'>
		<DBID>354</DBID>
		<DisplayNameID>603572</DisplayNameID>
		<EditorNameID>603572</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>units\animals\fish\fish.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\barramundi_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\barramundi_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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='2246' name='Guano'>
		<DBID>358</DBID>
		<DisplayNameID>603574</DisplayNameID>
		<EditorNameID>603573</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\guano.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>War of the Triple Alliance\Nature\guano_portrait</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Nature\guano_portrait</PortraitIcon>
		<RolloverTextID>603575</RolloverTextID>
		<ShortRolloverTextID>603574</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>1000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='2247' name='SocketPenalColony'>
		<DBID>360</DBID>
		<DisplayNameID>603628</DisplayNameID>
		<EditorNameID>603632</EditorNameID>
		<SubCiv>PenalColony</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\penal_colony</PortraitIcon>
		<RolloverTextID>603629</RolloverTextID>
		<ShortRolloverTextID>603629</ShortRolloverTextID>
		<LOS>0.0000</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='2248' name='Quoll'>
		<DBID>361</DBID>
		<DisplayNameID>603676</DisplayNameID>
		<EditorNameID>603675</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\quoll_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\quoll_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\quoll_portrait</PortraitIcon>
		<RolloverTextID>62655</RolloverTextID>
		<ShortRolloverTextID>62654</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</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>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>4.700000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='2249' name='PetDevil'>
		<DBID>362</DBID>
		<DisplayNameID>603634</DisplayNameID>
		<EditorNameID>603633</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\devil_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\devil_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\devil_portrait</PortraitIcon>
		<RolloverTextID>603635</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2250' name='Kakapo'>
		<DBID>363</DBID>
		<DisplayNameID>603636</DisplayNameID>
		<EditorNameID>603636</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>3.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\kakapo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhea\rhea_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\kakapo_portrait</PortraitIcon>
		<RolloverTextID>603637</RolloverTextID>
		<ShortRolloverTextID>603636</ShortRolloverTextID>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</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>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='1874' name='Occultist'>
		<DBID>366</DBID>
		<DisplayNameID>603571</DisplayNameID>
		<EditorNameID>603570</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\occultist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\occultist_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\occultist_portrait</PortraitIcon>
		<RolloverTextID>29189</RolloverTextID>
		<ShortRolloverTextID>29188</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectileNoTracer</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='2' page='10'>Delete</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>predatorPriest.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<Projectile>LazerBeam</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CondemnHeretic1</Name>
			<Damage>100000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>8.000000</MaxRange>
			<ROF>10.0000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HOLYcondemn</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>7.000000</ROF>
			<DamageCap>5000.000000</DamageCap>
			<DamageArea>5.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1875' name='PenalColonyBuildings'>
		<DBID>367</DBID>
		<DisplayNameID>603628</DisplayNameID>
		<EditorNameID>603638</EditorNameID>
		<SubCiv>PenalColony</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\penal_colony_buildings.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Natives\penal_colony</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\penal_colony</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1876' name='Anarchist'>
		<DBID>368</DBID>
		<DisplayNameID>603641</DisplayNameID>
		<EditorNameID>603640</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\anarchist.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\anarchist_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\anarchist_portrait</PortraitIcon>
		<RolloverTextID>603744</RolloverTextID>
		<ShortRolloverTextID>29188</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorGrenadier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>54.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>26.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1877' name='MerinoRam'>
		<DBID>369</DBID>
		<DisplayNameID>603642</DisplayNameID>
		<EditorNameID>603642</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\merino_ram.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\merino_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\merino_portrait</PortraitIcon>
		<RolloverTextID>603643</RolloverTextID>
		<ShortRolloverTextID>70883</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Gold'>600.0000</CarryCapacity>
		<InitialResource resourcetype='Gold'>100.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>herdcoin.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>0.200000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherXP</Name>
			<Rate type='XP'>0.080000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LivestockPen'>0.500000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Ranch'>2.000000</Rate>
			<Rate type='NABarn'>0.500000</Rate>
			<Rate type='ypVillage'>0.500000</Rate>
			<Rate type='YPLivestockPenAsian'>0.500000</Rate>
			<Rate type='AFRICANgranary'>0.500000</Rate>
			<Rate type='EGYgranaryCARAVAN'>0.500000</Rate>
			<Rate type='HuntingLodge'>1.000000</Rate>
			<Rate type='WOLHuntingLodgeGreek'>1.000000</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='478105' name='PenalColonyAccessoryConvict'>
		<DBID>473005</DBID>
		<DisplayNameID>603628</DisplayNameID>
		<EditorNameID>603644</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\accessoryconvict.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Natives\penal_colony</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\penal_colony</PortraitIcon>
		<LOS>0.0000</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='1878' name='PenalColonyAccessoryGuard'>
		<DBID>370</DBID>
		<DisplayNameID>603628</DisplayNameID>
		<EditorNameID>603644</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\rum_corps\rum_corps.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Natives\penal_colony</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\penal_colony</PortraitIcon>
		<LOS>0.0000</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>
		<Tactics>rifleman.tactics</Tactics>
	</Unit>
	<Unit id='900210' name='CamelExplorer'>
		<DBID>372</DBID>
		<DisplayNameID>603645</DisplayNameID>
		<EditorNameID>603646</EditorNameID>
		<SubCiv>Cameleers</SubCiv>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\camel_explorer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\camel_explorer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\camel_explorer_portrait</PortraitIcon>
		<RolloverTextID>603647</RolloverTextID>
		<ShortRolloverTextID>603645</ShortRolloverTextID>
		<SelectionPriority>5</SelectionPriority>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>40.0000</Bounty>
		<TrainPoints>50.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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>AbstractRangedCavalry</UnitType>
		<UnitType>AbstractCanSeeStealth</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>AbstractGunpowderCavalry</UnitType>
		<UnitType>AbstractLightCavalry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>argentineexplorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='478000' name='SocketCameleers'>
		<DBID>478000</DBID>
		<DisplayNameID>603649</DisplayNameID>
		<EditorNameID>603648</EditorNameID>
		<SubCiv>Cameleers</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\afghan_cameleers_portrait</PortraitIcon>
		<RolloverTextID>603787</RolloverTextID>
		<ShortRolloverTextID>603649</ShortRolloverTextID>
		<LOS>0.0000</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='1879' name='CameleerPropCamel'>
		<DBID>374</DBID>
		<DisplayNameID>603648</DisplayNameID>
		<EditorNameID>603652</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\props_cameleers.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Natives\afghan_cameleers_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\afghan_cameleers_portrait</PortraitIcon>
		<LOS>0.0000</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='1880' name='CameleerGuy'>
		<DBID>375</DBID>
		<DisplayNameID>603648</DisplayNameID>
		<EditorNameID>603652</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimStateMachine>sm_nw_cookpot</AnimStateMachine>
		<AnimFile>War of the Triple Alliance\Natives\cameleers_guy.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Natives\afghan_cameleers_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\afghan_cameleers_portrait</PortraitIcon>
		<LOS>0.0000</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='1881' name='ChineseMinersAccessoryPeople'>
		<DBID>376</DBID>
		<DisplayNameID>603655</DisplayNameID>
		<EditorNameID>603653</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\chinese_miners_accessory.xml</AnimFile>
		<Icon>units\asians\shared\irregular\asian_irregular_spear_icon_64</Icon>
		<PortraitIcon>units\asians\shared\irregular\asian_irregular_spear_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='1882' name='SocketChineseMiners'>
		<DBID>377</DBID>
		<DisplayNameID>603655</DisplayNameID>
		<EditorNameID>603654</EditorNameID>
		<SubCiv>ChineseMiners</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\trading_post\jesuit_outpost_socket.xml</AnimFile>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\chinese_miners\chinese_miner_settlement_portrait</PortraitIcon>
		<RolloverTextID>603789</RolloverTextID>
		<ShortRolloverTextID>603655</ShortRolloverTextID>
		<LOS>0.0000</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='1883' name='Wharenui'>
		<DBID>2579</DBID>
		<DisplayNameID>603563</DisplayNameID>
		<EditorNameID>603759</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Buildings\wharenui_base.xml</AnimFile>
		<Icon>War of the Triple Alliance\Buildings\wharenui_icon</Icon>
		<MinimapIcon>War of the Triple Alliance\Buildings\tikiicon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Buildings\wharenui_portrait</PortraitIcon>
		<RolloverTextID>1000176</RolloverTextID>
		<ShortRolloverTextID>1000175</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>16.0000</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>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Tech column='0' page='1' row='0'>WharenuiMusketTrade</Tech>
		<Tech column='1' page='1' row='0'>WharenuiHaka</Tech>
		<Tech column='2' page='1' row='0'>WharenuiPowhiri</Tech>
		<Tech column='3' page='1' row='0'>WharenuiRahui</Tech>
		<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>AllowAutoGarrison</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>wharenui.tactics</Tactics>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>8.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
	</Unit>
	<!-- Unit id='1884' name='NuggetWharenui'>
		<DBID>2580</DBID>
		<DisplayNameID>603563</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wharenui.xml</AnimFile>
		<Icon>War of the Triple Alliance\Buildings\wharenui_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\wharenui_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\asian_native_site</MinimapIcon>
		<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='1884' name='NuggetWharenui'>
		<DBID>2580</DBID>
		<DisplayNameID>603563</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildings\wharenui.xml</AnimFile>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<Icon>War of the Triple Alliance\Buildings\wharenui_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\wharenui_portrait</PortraitIcon>
		<RolloverTextID>42884</RolloverTextID>
		<ShortRolloverTextID>42883</ShortRolloverTextID>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1885' name='TreeMountainAsh'>
		<DBID>2581</DBID>
		<DisplayNameID>43673</DisplayNameID>
		<EditorNameID>603656</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_mountain_ash.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603657</RolloverTextID>
		<ShortRolloverTextID>66057</ShortRolloverTextID>
		<InitialHitpoints>8.0000</InitialHitpoints>
		<MaxHitpoints>8.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>500.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1886' name='PetThylacine'>
		<DBID>2582</DBID>
		<DisplayNameID>603659</DisplayNameID>
		<EditorNameID>603658</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\thylacine.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\thylacine_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\thylacine_portrait</PortraitIcon>
		<RolloverTextID>28655</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='475005' name='AusTreeProps'>
		<DBID>475005</DBID>
		<DisplayNameID>43673</DisplayNameID>
		<EditorNameID>603660</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\aus_tree_props.xml</AnimFile>
		<AnimStateMachine>sm_nw_fence</AnimStateMachine>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<LOS>0.0000</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='1887' name='FlockOfGulls'>
		<DBID>378</DBID>
		<DisplayNameID>603662</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\gull_flock.xml</AnimFile>
		<Icon>units\animals\vulture\vulture_icon_64x64</Icon>
		<PortraitIcon>units\animals\vulture\vulture_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='3530' name='ChineseMiner'>
		<DBID>379</DBID>
		<DisplayNameID>603663</DisplayNameID>
		<EditorNameID>603665</EditorNameID>
		<SubCiv>ChineseMiners</SubCiv>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\chinese_miner.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Natives\chinese_miners\chinese_miner_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Natives\chinese_miners\chinese_miner_portrait</PortraitIcon>
		<RolloverTextID>603664</RolloverTextID>
		<ShortRolloverTextID>603663</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<BuildLimit>10</BuildLimit>
		<ProjectileProtoUnit>Dynamite</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>44.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<ScoreValue>10.0000</ScoreValue>
		<CarryCapacity resourcetype='Food'>1000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<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>ConvertsHerds</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>AbstractInfantry</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>
		<Train column='0' page='0' row='0'>MinersIrregular</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='4' page='10'>Patrol</Command>
		<Tactics>miner.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='RockBridgeLeft'>1.000000</Rate>
			<Rate type='RockBridgeRight'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractMine'>0.700000</Rate>
			<Rate type='Mill'>0.000000</Rate>
			<Rate type='WOLPasture'>0.000000</Rate>
			<Rate type='Farm'>0.000000</Rate>
			<Rate type='WOLFarmIroquois'>0.000000</Rate>
			<Rate type='AbstractFarm'>0.000000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>40.000000</DamageCap>
		</ProtoAction>
	</Unit>
	<Unit id='1889' name='Outrigger'>
		<DBID>380</DBID>
		<DisplayNameID>603667</DisplayNameID>
		<EditorNameID>603666</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>9.0000</MaxVelocity>
		<MaxRunVelocity>11.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\outrigger.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\outrigger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\outrigger_portrait</PortraitIcon>
		<RolloverTextID>603668</RolloverTextID>
		<ShortRolloverTextID>43507</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>50.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Wood'>150.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>2</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>canoe.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractFish'>0.220000</Rate>
			<Rate type='AbstractWhale'>0.170000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1890' name='NuggetMaoriStatue'>
		<DBID>1890</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\maori_statue_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='1.5000' duration='1.5000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1891' name='Tohunga'>
		<DBID>381</DBID>
		<DisplayNameID>603670</DisplayNameID>
		<EditorNameID>603669</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\tohunga.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\tohunga_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\tohunga_portrait</PortraitIcon>
		<RolloverTextID>603671</RolloverTextID>
		<ShortRolloverTextID>36733</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<BuildLimit>4</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>healer.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1892' name='TreeKangaroo'>
		<DBID>382</DBID>
		<DisplayNameID>603672</DisplayNameID>
		<EditorNameID>603673</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\tree_kangaroo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\tree_kangaroo_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\tree_kangaroo_portrait</PortraitIcon>
		<RolloverTextID>603674</RolloverTextID>
		<ShortRolloverTextID>603672</ShortRolloverTextID>
		<InitialHitpoints>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='1893' name='Emu'>
		<DBID>383</DBID>
		<DisplayNameID>603511</DisplayNameID>
		<EditorNameID>603511</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\emu.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\emu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\emu_portrait</PortraitIcon>
		<RolloverTextID>28614</RolloverTextID>
		<ShortRolloverTextID>28613</ShortRolloverTextID>
		<InitialHitpoints>40.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1894' name='Dingo'>
		<DBID>384</DBID>
		<DisplayNameID>603512</DisplayNameID>
		<EditorNameID>603513</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\dingo.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\dingo_icon_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\dingo_icon_portrait</PortraitIcon>
		<RolloverTextID>28232</RolloverTextID>
		<ShortRolloverTextID>28231</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1895' name='Goanna'>
		<DBID>386</DBID>
		<DisplayNameID>603514</DisplayNameID>
		<EditorNameID>603515</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\goanna.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\goanna_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\goanna_portrait</PortraitIcon>
		<RolloverTextID>62735</RolloverTextID>
		<ShortRolloverTextID>62734</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</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='1896' name='Wombat'>
		<DBID>387</DBID>
		<DisplayNameID>603518</DisplayNameID>
		<EditorNameID>603518</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>2.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\wombat_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\capybara\capybara_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\wombat_portrait</PortraitIcon>
		<RolloverTextID>603519</RolloverTextID>
		<ShortRolloverTextID>26051</ShortRolloverTextID>
		<InitialHitpoints>40.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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='1897' name='Watermelon'>
		<DBID>388</DBID>
		<DisplayNameID>603739</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\watermelon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\forest\watermelon_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\forest\watermelon_portrait</PortraitIcon>
		<RolloverTextID>603740</RolloverTextID>
		<ShortRolloverTextID>603739</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>700.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='1.0000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1898' name='TreeAcacia'>
		<DBID>389</DBID>
		<DisplayNameID>43836</DisplayNameID>
		<EditorNameID>603741</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\forest\tree_acacia_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603742</RolloverTextID>
		<ShortRolloverTextID>603741</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>400.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='1899' name='Badger'>
		<DBID>390</DBID>
		<DisplayNameID>603746</DisplayNameID>
		<EditorNameID>603745</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>15.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\badger_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\badger_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\badger_portrait</PortraitIcon>
		<RolloverTextID>72299</RolloverTextID>
		<ShortRolloverTextID>72300</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>10.0000</Bounty>
		<InitialResource resourcetype='Gold'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Guardian</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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1900' name='Ostrich'>
		<DBID>2629</DBID>
		<DisplayNameID>72150</DisplayNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\ostrich_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\rhea\rhea_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\ostrich_portrait</PortraitIcon>
		<RolloverTextID>72149</RolloverTextID>
		<ShortRolloverTextID>72148</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 blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1901' name='OrangeTree'>
		<DBID>391</DBID>
		<DisplayNameID>603747</DisplayNameID>
		<ObstructionRadiusX>1.000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\orange_tree.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Nature\orange_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Nature\orange_portrait</PortraitIcon>
		<RolloverTextID>30220</RolloverTextID>
		<ShortRolloverTextID>30219</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1200.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.0000' green='0.5000' red='1.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='1902' name='Oryx'>
		<DBID>392</DBID>
		<DisplayNameID>603748</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\oryx_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\oryx_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\oryx_portrait</PortraitIcon>
		<RolloverTextID>603749</RolloverTextID>
		<ShortRolloverTextID>62719</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1903' name='Impala'>
		<DBID>2624</DBID>
		<DisplayNameID>72135</DisplayNameID>
		<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>War of the Triple Alliance\Units\Animals\impala\impala.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\musk_deer\musk_deer_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Impala\impala_portrait</PortraitIcon>
		<RolloverTextID>72134</RolloverTextID>
		<ShortRolloverTextID>72133</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>0.0000</TrainPoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1904' name='SthFurTrader'>
		<DBID>393</DBID>
		<DisplayNameID>70913</DisplayNameID>
		<EditorNameID>603750</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<PopulationCount>1</PopulationCount>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Americans\Sthfurtrader.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<Icon>War of the Triple Alliance\Icons\furtrader</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Sthfurtraderportrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>70915</RolloverTextID>
		<ShortRolloverTextID>70916</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>25.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</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>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeAffectedByTownBell</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractVillager</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='5' page='6' row='0'>WOLNatSheepdog</Train>
		<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>Tracked</Flag>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>furtrader.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>1.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Debate</Name>
			<Rate type='Congress'>0.600000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Huntable'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Huntable'>1.26000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1905' name='GRDRumCorps'>
		<DBID>394</DBID>
		<DisplayNameID>72103</DisplayNameID>
		<EditorNameID>603661</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\rum_corps\GRDrum_corps.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Rum Corpsman_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Rum Corpsman_Big</PortraitIcon>
		<RolloverTextID>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1906' name='GRDBushranger'>
		<DBID>395</DBID>
		<DisplayNameID>72095</DisplayNameID>
		<EditorNameID>603606</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\bushranger\GRDbushranger.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\bushranger_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\bushranger_portrait</PortraitIcon>
		<RolloverTextID>72097</RolloverTextID>
		<ShortRolloverTextID>72098</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1907' name='GRDHeadhunter'>
		<DBID>396</DBID>
		<DisplayNameID>72099</DisplayNameID>
		<EditorNameID>603752</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\headhunter\GRDheadhunter.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Headhunter_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Headhunter_Big</PortraitIcon>
		<RolloverTextID>72101</RolloverTextID>
		<ShortRolloverTextID>72102</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1908' name='Mink'>
		<DBID>397</DBID>
		<DisplayNameID>603753</DisplayNameID>
		<EditorNameID>603753</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>15.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\mink.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\badger_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\badger_portrait</PortraitIcon>
		<RolloverTextID>72299</RolloverTextID>
		<ShortRolloverTextID>72300</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<Bounty>10.0000</Bounty>
		<InitialResource resourcetype='Gold'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>8</GathererLimit>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>HuntedResource</UnitType>
		<UnitType>Huntable</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Guardian</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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1909' name='Chamois'>
		<DBID>399</DBID>
		<DisplayNameID>603754</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\chamois_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\pronghorn\pronghorn_icon_64x64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\chamois_portrait</PortraitIcon>
		<RolloverTextID>603755</RolloverTextID>
		<ShortRolloverTextID>25700</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Gold'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>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='1910' name='Megalodon'>
		<DBID>400</DBID>
		<DisplayNameID>603757</DisplayNameID>
		<EditorNameID>603756</EditorNameID>
		<ObstructionRadiusX>1.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>1.9900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>12.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\Mysterious Island\megalodon_base.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>603758</RolloverTextID>
		<ShortRolloverTextID>64521</ShortRolloverTextID>
		<InitialHitpoints>620.0000</InitialHitpoints>
		<MaxHitpoints>620.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<MaxContained>20</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>DoNotShowOnMiniMap</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>predator.tactics</Tactics>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='1911' name='NuggetEuroHouse'>
		<DBID>6891</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\european_nuggets\NuggetEuroHouse.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1912' name='NuggetMedHouse'>
		<DBID>6892</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\european_nuggets\NuggetMedHouse.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1913' name='NuggetRuins'>
		<DBID>6893</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\european_nuggets\NuggetRuins.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1914' name='Pterosaur'>
		<DBID>401</DBID>
		<DisplayNameID>603759</DisplayNameID>
		<EditorNameID>603759</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Mysterious Island\pterosaur_base.xml</AnimFile>
		<Icon>units\animals\eagle\eagle_icon_64x64</Icon>
		<PortraitIcon>units\animals\eagle\eagle_portrait</PortraitIcon>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</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='1915' name='GRDLandsknecht'>
		<DBID>402</DBID>
		<DisplayNameID>1000041</DisplayNameID>
		<EditorNameID>1000040</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\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>29168</RolloverTextID>
		<ShortRolloverTextID>29168</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>20.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>80.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>30.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='1916' name='GRDJaeger'>
		<DBID>406</DBID>
		<DisplayNameID>1000043</DisplayNameID>
		<EditorNameID>1000042</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<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>29168</RolloverTextID>
		<ShortRolloverTextID>29168</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<ScoreValue>40.0000</ScoreValue>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1917' name='GRDStrelet'>
		<DBID>407</DBID>
		<DisplayNameID>1000045</DisplayNameID>
		<EditorNameID>1000044</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Ryadavoy\ryadavoy.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Ryadavoy\ryadavoy_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Ryadavoy\ryadavoy_portrait</PortraitIcon>
		<RolloverTextID>29168</RolloverTextID>
		<ShortRolloverTextID>29168</ShortRolloverTextID>
		<InitialHitpoints>90.0000</InitialHitpoints>
		<MaxHitpoints>90.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>6.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1918' name='NuggetPiano'>
		<DBID>6898</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\european_nuggets\NuggetPiano.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1919' name='NuggetMadagascarHut'>
		<DBID>6899</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\madagascar\NuggetMadagascarHut.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1920' name='NuggetOrchids'>
		<DBID>6900</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\madagascar\NuggetOrchids.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='1921' name='PropMadagascarHut'>
		<DBID>410</DBID>
		<DisplayNameID>603762</DisplayNameID>
		<EditorNameID>603762</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\madagascar\NuggetMadagascarHut.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1922' name='PropOrchids'>
		<DBID>411</DBID>
		<DisplayNameID>603762</DisplayNameID>
		<EditorNameID>603762</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\madagascar\NuggetOrchids.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='1946' name='MineSapphire'>
		<DBID>412</DBID>
		<DisplayNameID>603764</DisplayNameID>
		<EditorNameID>603763</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minesapphire.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>18.0000</LOS>
		<InitialResource resourcetype='Gold'>2200.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='1955' name='GRDTupara'>
		<DBID>413</DBID>
		<DisplayNameID>603766</DisplayNameID>
		<EditorNameID>603765</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\peugeot407\tupara\GRDtupara.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Ogmius\Icons\tupara_small</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Ogmius\Icons\tupara_BIG</PortraitIcon>
		<RolloverTextID>72109</RolloverTextID>
		<ShortRolloverTextID>72110</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1997' name='Locusts'>
		<DBID>417</DBID>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>15</WanderDistance>
		<DisplayNameID>603779</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\locusts.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>1.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.9000</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<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>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>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Tactics>plaga.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>10.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractFarm'>20.000000</DamageBonus>
			<DamageBonus type='Herd'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2216' name='MaoriAxeWarrior'>
		<DBID>418</DBID>
		<DisplayNameID>603781</DisplayNameID>
		<EditorNameID>603780</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\maori_axe_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Australia\Headhunter_Small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Australia\Headhunter_Big</PortraitIcon>
		<RolloverTextID>62735</RolloverTextID>
		<ShortRolloverTextID>62735</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>16.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2217' name='TreeKauri'>
		<DBID>420</DBID>
		<DisplayNameID>43673</DisplayNameID>
		<EditorNameID>603782</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nature\tree_kauri_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603657</RolloverTextID>
		<ShortRolloverTextID>603656</ShortRolloverTextID>
		<InitialHitpoints>8.0000</InitialHitpoints>
		<MaxHitpoints>8.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>400.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='2218' name='RedBeachGrass'>
		<DBID>421</DBID>
		<EditorNameID>603783</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\red_beach_grass.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<GathererLimit>8</GathererLimit>
		<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='2219' name='MarshPlantsRedBeach'>
		<DBID>424</DBID>
		<DisplayNameID>603786</DisplayNameID>
		<EditorNameID>603786</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\red_beach_grass.xml</AnimFile>
		<LOS>0.0000</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='2220' name='ReproducingWombat'>
		<DBID>425</DBID>
		<DisplayNameID>603518</DisplayNameID>
		<EditorNameID>603792</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>2.5000</MaxVelocity>
		<MaxRunVelocity>2.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\wombat_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\capybara\capybara_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\wombat_portrait</PortraitIcon>
		<RolloverTextID>603519</RolloverTextID>
		<ShortRolloverTextID>26051</ShortRolloverTextID>
		<InitialHitpoints>40.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>reproducingWombat.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2221' name='ReproducingEmu'>
		<DBID>426</DBID>
		<DisplayNameID>603511</DisplayNameID>
		<EditorNameID>603793</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>5.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\emu.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\emu_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\emu_portrait</PortraitIcon>
		<RolloverTextID>28614</RolloverTextID>
		<ShortRolloverTextID>28613</ShortRolloverTextID>
		<InitialHitpoints>40.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<BuildLimit>20</BuildLimit>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>reproducingEmu.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2222' name='ReproducingRabbit'>
		<DBID>430</DBID>
		<DisplayNameID>72296</DisplayNameID>
		<EditorNameID>603794</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>War of the Triple Alliance\Units\Delta\Animals\rabbit\rabbit.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Rabbit</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Rabbit_Big</PortraitIcon>
		<RolloverTextID>72295</RolloverTextID>
		<ShortRolloverTextID>72294</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>100.0000</InitialResource>
		<ResourceDecay>0.2500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>8</GathererLimit>
		<BuildLimit>150</BuildLimit>
		<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>reproducingRabbit.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.070000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2223' name='Chayka'>
		<DBID>431</DBID>
		<DisplayNameID>604761</DisplayNameID>
		<EditorNameID>604762</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\chayka\chayka.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>604763</RolloverTextID>
		<ShortRolloverTextID>604763</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>gunboat.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>35.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>150.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2224' name='ConsulateArmatolos'>
		<DBID>432</DBID>
		<DisplayNameID>81119</DisplayNameID>
		<EditorNameID>81120</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_klepht.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\greek\klepht</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\greek\klephtBIG</PortraitIcon>
		<RolloverTextID>71656</RolloverTextID>
		<ShortRolloverTextID>71657</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype ='Trade'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateUnitColonial</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>
		<Command page ='10' column ='3'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>21.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2225' name='ConsulateSchneiderDanglis'>
		<DBID>433</DBID>
		<DisplayNameID>81121</DisplayNameID>
		<EditorNameID>81122</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>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Consulate\consulate_schneider.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\schneider danglis_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\schneider danglis_big</PortraitIcon>
		<RolloverTextID>602133</RolloverTextID>
		<ShortRolloverTextID>602134</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>35.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<DeadReplacement>SerbiaStronk</DeadReplacement>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>100.0000</TrainPoints>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype ='Trade'>1000.0000</Cost>
		<AllowedAge>3</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>Military</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractConsulateUnit</UnitType>
		<UnitType>AbstractConsulateSiegeIndustrial</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 ='0'>Tactic4</Command>
		<Command page ='9' column ='1'>Tactic3</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Command page ='10' column ='3'>Patrol</Command>
		<Tactics>cannon.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>400.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>28.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageCap>800.000000</DamageCap>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>2.000000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='1477' name='Yegua'>
		<DBID>434</DBID>
		<DisplayNameID>71819</DisplayNameID>
		<EditorNameID>71820</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\yegua\yegua.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\animals\horse\horse_icon_64X64</Icon>
		<PortraitIcon>units\animals\horse\horse_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>71821</RolloverTextID>
		<ShortRolloverTextID>71822</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.0000' />
		<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>
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>yegua.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Farm'>1.500000</Rate>
			<Rate type='WOLFarmIroquois'>1.500000</Rate>
			<Rate type='Mill'>2.000000</Rate>
			<Rate type='WOLPasture'>2.000000</Rate>
			<Rate type='BalkanBeetStage2'>1.500000</Rate>
			<Rate type='BalkanWheatStage2'>1.500000</Rate>
			<Rate type='BalkanCabbageStage2'>1.500000</Rate>
			<Rate type='BalkanStrawberryStage2'>1.500000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>1.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='1489' name='CONZwarteHollander'>
		<DBID>435</DBID>
		<DisplayNameID>400294</DisplayNameID>
		<EditorNameID>400295</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\zwarte\zwarte.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\zwarte hollander_small</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\zwarte hollander_big</PortraitIcon>
		<RolloverTextID>400297</RolloverTextID>
		<ShortRolloverTextID>400296</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Trade'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='1511' name='DLChoopthrower'>
		<DBID>436</DBID>
		<DisplayNameID>400372</DisplayNameID>
		<EditorNameID>33479</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>400373</RolloverTextID>
		<ShortRolloverTextID>33476</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>Hoop</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>42.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>80.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>DLChoopthrower.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>10.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>0.300000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.800000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>100.000000</DamageCap>
			<HitPercent>0.000000</HitPercent>
			<HitPercentType>KillingBlow</HitPercentType>
		</ProtoAction>
	</Unit>
	<Unit id='6080' name='ThievesGuild'>
		<DBID>437</DBID>
		<DisplayNameID>34830</DisplayNameID>
		<EditorNameID>34831</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>5250.0000</InitialHitpoints>
		<MaxHitpoints>5250.0000</MaxHitpoints>
		<LOS>25.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>120.0000</Bounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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 column='2' page='10'>Delete</Command>
		<Tactics>combatBuilding.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>200.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>50.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageArea>3.000000</DamageArea>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='90001' name='DLCbelltower'>
		<DBID>90001</DBID>
		<DisplayNameID>602854</DisplayNameID>
		<EditorNameID>602855</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>602856</RolloverTextID>
		<ShortRolloverTextID>602857</ShortRolloverTextID>
		<InitialHitpoints>15000.0000</InitialHitpoints>
		<MaxHitpoints>15000.0000</MaxHitpoints>
		<LOS>12000.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></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>AbstractWonder</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>Invulnerable</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Tactics>yptradingpostcapture.tactics</Tactics>
	</Unit>
	<Unit id='90002' name ='DLClegendarybeast1'>
		<DBID>90002</DBID>
		<DisplayNameID>602858</DisplayNameID>
		<EditorNameID>602859</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\tiger\tiger.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tiger\tiger_icon_64</Icon>
		<PortraitIcon>units\animals\tiger\tiger_icon_portrait</PortraitIcon>
		<RolloverTextID>602860</RolloverTextID>
		<ShortRolloverTextID>602861</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</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>26.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='90003' name ='DLClegendarybeast2'>
		<DBID>90003</DBID>
		<DisplayNameID>602862</DisplayNameID>
		<EditorNameID>602863</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\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>602864</RolloverTextID>
		<ShortRolloverTextID>602865</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</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>26.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='90004' name ='DLClegendarybeast3'>
		<DBID>90004</DBID>
		<DisplayNameID>602866</DisplayNameID>
		<EditorNameID>602867</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\jaguar\jaguar_icon</Icon>
		<PortraitIcon>units\animals\jaguar\jaguar_portrait</PortraitIcon>
		<RolloverTextID>602868</RolloverTextID>
		<ShortRolloverTextID>602869</ShortRolloverTextID>
		<InitialHitpoints>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</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>26.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='90005' name ='TreeItalianCypress'>
		<DBID>90005</DBID>
		<DisplayNameID>602870</DisplayNameID>
		<EditorNameID>602871</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\new trees\cypress.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>602872</RolloverTextID>
		<ShortRolloverTextID>602873</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>10.0000</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='90006' name ='Mushrooms'>
		<DBID>90006</DBID>
		<DisplayNameID>602874</DisplayNameID>
		<EditorNameID>602875</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\mushrooms.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\berrybush_icon_64</Icon>
		<PortraitIcon>terrain\trees\berrybush_portriat</PortraitIcon>
		<RolloverTextID>602876</RolloverTextID>
		<ShortRolloverTextID>602877</ShortRolloverTextID>
		<InitialResource resourcetype ='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' 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='90007' name ='Coconut'>
		<DBID>90007</DBID>
		<DisplayNameID>602878</DisplayNameID>
		<EditorNameID>602879</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\coconut.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\berrybush_icon_64</Icon>
		<PortraitIcon>terrain\trees\berrybush_portriat</PortraitIcon>
		<RolloverTextID>602880</RolloverTextID>
		<ShortRolloverTextID>602881</ShortRolloverTextID>
		<InitialResource resourcetype ='Food'>1000.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' 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>DieAtZeroResources</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id='90008' name ='TreeRedForest'>
		<DBID>90008</DBID>
		<DisplayNameID>602882</DisplayNameID>
		<EditorNameID>602883</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\RMs\redforest.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>602884</RolloverTextID>
		<ShortRolloverTextID>602885</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Wood'>300.0000</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='90009' name ='DLCthemoon'>
		<DBID>90009</DBID>
		<DisplayNameID>602886</DisplayNameID>
		<EditorNameID>602887</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ForceToGaia</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>OnlyInEditor</Flag>
		<Tactics>DLCmoon.tactics</Tactics>
	</Unit>
	<Unit id='90010' name ='DLCmoontree'>
		<DBID>90010</DBID>
		<DisplayNameID>602888</DisplayNameID>
		<EditorNameID>602889</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>terrain\new_england\lake_rocks_ne.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>buildings\gold_mine\gold_mine_icon_64x64</Icon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>602890</RolloverTextID>
		<ShortRolloverTextID>602891</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype ='Wood'>300.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay ='0.0000' duration ='0.0000'></Decay>
		<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>MinedResource</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='90011' name ='DLCmonsoon'>
		<DBID>90011</DBID>
		<DisplayNameID>602892</DisplayNameID>
		<EditorNameID>602893</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<Lifespan>60.0000</Lifespan>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<UnitType>EmbellishmentClass</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ForceToGaia</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>OnlyInEditor</Flag>
		<Tactics>DLCmonsoon.tactics</Tactics>
	</Unit>
	<Unit id='90012' name ='DLCstars'>
		<DBID>90012</DBID>
		<DisplayNameID>602894</DisplayNameID>
		<EditorNameID>602895</EditorNameID>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\RMs\stars.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>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
	</Unit>
	<Unit id='90013' name ='DLCcrystals'>
		<DBID>90013</DBID>
		<DisplayNameID>602896</DisplayNameID>
		<EditorNameID>602897</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\RMs\crystals.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>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
	</Unit>
	<Unit id='90014' name ='DLCflotsam'>
		<DBID>90014</DBID>
		<DisplayNameID>602898</DisplayNameID>
		<EditorNameID>602899</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>objects\spc\igc_shipwreck\igc_flotsam.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>StartOnNoUpdate</Flag>
		<Flag>NoIdleActions</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>VariationLocked</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>DecalStickToWaterSurface</Flag>
	</Unit>
	<Unit id='90015' name ='DLCbermudastorm'>
		<DBID>90015</DBID>
		<DisplayNameID>602900</DisplayNameID>
		<EditorNameID>602901</EditorNameID>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Delta\nature\storm.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>72614</RolloverTextID>
		<ShortRolloverTextID>72615</ShortRolloverTextID>
		<InitialHitpoints>106106.0000</InitialHitpoints>
		<MaxHitpoints>106106.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>15000.0000</Bounty>
		<BuildBounty>10000.0000</BuildBounty>
		<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>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>
		<WanderDistance>10</WanderDistance>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>FlyingUnit</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>NonSolid</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Wanders</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Command page ='10' column ='1'>Stop</Command>
		<Command page ='10' column ='0'>Garrison</Command>
		<Command page ='10' column ='2'>Delete</Command>
		<Tactics>POWERstorm.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Siege</DamageType>
			<Projectile>WOTTAlightning</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>LazerAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>0.200000</MaxRange>
			<ROF>5.000000</ROF>
			<Projectile>WOTTAlightning</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='4000' name ='Chameleon'>
		<DBID>4000</DBID>
		<DisplayNameID>1000114</DisplayNameID>
		<EditorNameID>1000114</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MaxVelocity>0.0500</MaxVelocity>
		<MaxRunVelocity>0.0500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>7</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\chameleon\chameleon.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animaliguana</Icon>
		<PortraitIcon>units\animals\chameleon\chameleon_portrait</PortraitIcon>
		<ImpactType>Animal</ImpactType>
		<RolloverTextID>1000115</RolloverTextID>
		<ShortRolloverTextID>1000114</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>HerdAnimal</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>30</BuildLimit>
		<Bounty>0.0000</Bounty>
		<Cost resourcetype ='Food'>100.0000</Cost>
		<CarryCapacity resourcetype ='Food'>600.0000</CarryCapacity>
		<InitialResource resourcetype ='Food'>0.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay ='0.0000' duration ='0.0000'></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>NatureClass</UnitType>
		<Flag>CivSpecificText</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>CorpseDecays</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'>0.100000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4001' name ='Puffin'>
		<DBID>4001</DBID>
		<DisplayNameID>1000116</DisplayNameID>
		<EditorNameID>1000116</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>6</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\puffin\puffin_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\puffin\puffin_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\puffin\puffin_portrait</PortraitIcon>
		<RolloverTextID>1000117</RolloverTextID>
		<ShortRolloverTextID>1000116</ShortRolloverTextID>
		<InitialHitpoints>10.0000</InitialHitpoints>
		<MaxHitpoints>10.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Food'>80.0000</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>LogicalTypeRangedUnitsAutoAttack</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>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='4002' name ='ArcticFox'>
		<DBID>4002</DBID>
		<DisplayNameID>1000118</DisplayNameID>
		<EditorNameID>1000118</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>8</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\Arctic Fox\arctic_fox.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\animalfox</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Arctic Fox\arctic_fox_portrait</PortraitIcon>
		<RolloverTextID>1000119</RolloverTextID>
		<ShortRolloverTextID>1000118</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Gold'>400.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></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='4003' name ='Marmot'>
		<DBID>4003</DBID>
		<DisplayNameID>1000120</DisplayNameID>
		<EditorNameID>1000120</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>8</WanderDistance>
		<ImpactType>Animal</ImpactType>
		<AnimFile>War of the Triple Alliance\Units\Animals\marmot\marmot_base.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\marmot\marmot_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\marmot\marmot_portrait</PortraitIcon>
		<RolloverTextID>1000121</RolloverTextID>
		<ShortRolloverTextID>1000120</ShortRolloverTextID>
		<InitialHitpoints>60.0000</InitialHitpoints>
		<MaxHitpoints>40.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype ='Gold'>200.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor red ='0.8900' blue ='0.2500' green ='0.7000'></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='4004' name ='PetLynx'>
		<DBID>4004</DBID>
		<DisplayNameID>1000122</DisplayNameID>
		<EditorNameID>1000123</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\lynx.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\lynx_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\lynx_portrait</PortraitIcon>
		<RolloverTextID>1000123</RolloverTextID>
		<ShortRolloverTextID>28654</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype ='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='Guardian'>3.000000</DamageBonus>
			<DamageBonus type ='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4005' name ='PetCat'>
		<DBID>4005</DBID>
		<DisplayNameID>1000124</DisplayNameID>
		<EditorNameID>1000124</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\cat\cat_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\cat\cat_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\cat\cat_portrait</PortraitIcon>
		<RolloverTextID>1000125</RolloverTextID>
		<ShortRolloverTextID>1000124</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype ='Food'>75.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Hand' value ='0.1000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 ='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>nativescout.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Rat'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Rat'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Rat'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Rat'>3.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type ='Rat'>3.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4006' name ='OutlawHighlander'>
		<DBID>4006</DBID>
		<DisplayNameID>1000127</DisplayNameID>
		<EditorNameID>1000126</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>602103</RolloverTextID>
		<ShortRolloverTextID>1000127</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>30.0000</Bounty>
		<BuildBounty>30.0000</BuildBounty>
		<Cost resourcetype ='Food'>50.0000</Cost>
		<Cost resourcetype ='Gold'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>AbstractGurkha</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</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>predatorMusketeer.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>45.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type ='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type ='xpEagleKnight'>1.500000</DamageBonus>
			<DamageBonus type ='AbstractLightCavalry'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4007' name ='IrishInsurgent'>
		<DBID>4007</DBID>
		<DisplayNameID>1000129</DisplayNameID>
		<EditorNameID>1000128</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>units\irish_insurgent\irish_insurgent.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>units\irish_insurgent\irish_insurgent_icon</Icon>
		<PortraitIcon>units\irish_insurgent\irish_insurgent_portrait</PortraitIcon>
		<RolloverTextID>1000130</RolloverTextID>
		<ShortRolloverTextID>1000129</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>9.0000</Bounty>
		<Armor type ='Ranged' value ='0.3000'></Armor>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>4.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4008' name='Pomegranate'>
		<DBID>4008</DBID>
		<DisplayNameID>1000142</DisplayNameID>
		<EditorNameID>1000142</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\pomegranate_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Nature\pomegranate_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Nature\pomegranate_portrait</PortraitIcon>
		<RolloverTextID>1000143</RolloverTextID>
		<ShortRolloverTextID>1000142</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1500.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4009' name='NuggetSavannahHut'>
		<DBID>4009</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\savannah_building_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4010' name='PropSavannahHut'>
		<DBID>4010</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000144</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\savannah_building_nugget.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4011' name='NuggetPyramid'>
		<DBID>4011</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\desert\pyramid_nugget.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4012' name='PropPyramid'>
		<DBID>4012</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000144</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\desert\pyramid_nugget.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4013' name='ZimbabweWall'>
		<DBID>4013</DBID>
		<EditorNameID>1000145</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_wall_base.xml</AnimFile>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4014' name='NuggetMeerkat'>
		<DBID>4014</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\meerkat_base.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4015' name='PropMeerkat'>
		<DBID>4015</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000146</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\meerkat_base.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4016' name='DatePalm'>
		<DBID>4016</DBID>
		<DisplayNameID>1000149</DisplayNameID>
		<EditorNameID>1000149</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\date_palm_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Nature\date_palm_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Nature\date_palm_portrait</PortraitIcon>
		<RolloverTextID>1000150</RolloverTextID>
		<ShortRolloverTextID>1000149</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>1500.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4017' name='Peanuts'>
		<DBID>4017</DBID>
		<DisplayNameID>1000147</DisplayNameID>
		<EditorNameID>1000147</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\peanuts.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Nature\peanuts_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Nature\peanuts_portrait</PortraitIcon>
		<RolloverTextID>1000148</RolloverTextID>
		<ShortRolloverTextID>1000147</ShortRolloverTextID>
		<InitialResource resourcetype='Food'>200.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4018' name='StoneGarden'>
		<DBID>4018</DBID>
		<DisplayNameID>1000151</DisplayNameID>
		<ObstructionRadiusX>2.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.5000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\polynesians\stone_garden\stone_garden.xml</AnimFile>
		<DeadReplacement>BuildingRubble2x2</DeadReplacement>
		<DeadReplacementLifespan>20</DeadReplacementLifespan>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>mill</PhysicsInfo>
		<PlacementFile>wigham.xml</PlacementFile>
		<Icon>buildings\polynesians\stone_garden\stone_garden</Icon>
		<PortraitIcon>buildings\polynesians\stone_garden\stone_garden_portrait</PortraitIcon>
		<RolloverTextID>1000153</RolloverTextID>
		<ShortRolloverTextID>1000152</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>6.0000</LOS>
		<BuildPoints>30.0000</BuildPoints>
		<BuildLimit>50</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<GathererLimit>5</GathererLimit>
		<Cost resourcetype='Wood'>400.0000</Cost>
		<ResourceSubType>grain</ResourceSubType>
		<BuildingWorkRate>0.8000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<CarryCapacity resourcetype='Food'>100.0000</CarryCapacity>
		<InitialResource resourcetype='Food'>999.0000</InitialResource>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<Tech column='0' page='1' row='1'>FootPlough</Tech>
		<Tech column='0' page='1' row='1'>Fertilizers</Tech>
		<Tech column='0' page='1' row='1'>TerracedFarming</Tech>
		<Tech column='0' page='1' row='1'>Camellones</Tech>
		<Tech column='0' page='1' row='1'>Sedentarism</Tech>
		<Tech column='0' page='1' row='1'>ManiocPlantation</Tech>
		<Tech column='0' page='1' row='1'>Pineapplecultivation</Tech>
		<Tech column='0' page='1' row='1'>Farming</Tech>
		<Tech column='0' page='2' row='0'>BigFarmTropical</Tech>
		<Tech column='0' page='2' row='0'>Ayllu</Tech>
		<Tech column='0' page='2' row='0'>BigOcaMerken</Tech>
		<Tech column='0' page='2' row='0'>BigWighamUrns</Tech>
		<Tech column='0' page='2' row='0'>WOTTAinfantry01LA</Tech>
		<Tech column='1' page='2' row='0'>WOTTAinfantry02LA</Tech>
		<Tech column='2' page='2' row='0'>WOTTAinfantry03LA</Tech>
		<Tech column='3' page='2' row='0'>WOTTAinfantry04LA</Tech>
		<Tech column='0' page='4' row='0'>WOTTAcavalry01LA</Tech>
		<Tech column='1' page='4' row='0'>WOTTAcavalry02LA</Tech>
		<Tech column='2' page='4' row='0'>WOTTAcavalry03LA</Tech>
		<Tech column='3' page='4' row='0'>WOTTAcavalry04LA</Tech>
		<Tech column='4' page='4' row='0'>WOTTAcavalry05LA</Tech>
		<Tech column='0' page='5' row='0'>WOTTAartillery01LA</Tech>
		<Tech column='1' page='5' row='0'>WOTTAartillery02LA</Tech>
		<Tech column='2' page='5' row='0'>WOTTAartillery03LA</Tech>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>Food</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Economic</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>UnlimitedSupply</Flag>
		<Flag>Tracked</Flag>
		<UnitType>AbstractFruit</UnitType>
		<Tactics>mill.tactics</Tactics>
	</Unit>
	<Unit id='4019' name='PropStone'>
		<DBID>4019</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000146</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\polynesians\stone_garden\stone_garden_stones.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4020' name='ZimbabweGreatEnclosure'>
		<DBID>4020</DBID>
		<DisplayNameID>1000154</DisplayNameID>
		<EditorNameID>1000157</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabweicon</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_portrait</PortraitIcon>
		<RolloverTextID>1000156</RolloverTextID>
		<ShortRolloverTextID>1000155</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeEasySelectAvoid</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Herdable</UnitType>
		<UnitType>NatureClass</UnitType>
		<UnitType>Wood</UnitType>
		<Flag>FlattenGround</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>PaintTextureWhenPlacing</Flag>
		<Flag>DoppleOnlyWhenDead</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Immoveable</Flag>
		<Flag>Tracked</Flag>
		<Tactics>WOLmoai.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Gold'>6.00000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4021' name='ZimbabweWallLarge'>
		<DBID>4021</DBID>
		<EditorNameID>1000158</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_wall_base.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<RolloverTextID>25385</RolloverTextID>
		<ShortRolloverTextID>25744</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>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>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='4022' name='ZimbabweWallSmall'>
		<DBID>4022</DBID>
		<EditorNameID>1000159</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\zimbabwe_wall_small_base.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>wall.xml</PlacementFile>
		<RolloverTextID>25385</RolloverTextID>
		<ShortRolloverTextID>25744</ShortRolloverTextID>
		<InitialHitpoints>3000.0000</InitialHitpoints>
		<MaxHitpoints>3000.0000</MaxHitpoints>
		<LOS>1.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<Cost resourcetype='Wood'>5.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Siege' value='0.0000' />
		<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>
		<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>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>NoHPBar</Flag>
		<Flag>HasGatherPoint</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>Tracked</Flag>
	</Unit>
	<Unit id='4023' name='NuggetZuluCamp'>
		<DBID>4023</DBID>
		<DisplayNameID>62667</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Delta\nuggets\africa\savannah\zulu_camp_nugget.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>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4024' name='UnderbrushOrchids'>
		<DBID>4024</DBID>
		<EditorNameID>1000160</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\orchids\underbrush_orchids.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='4025' name='UnderbrushButterflies'>
		<DBID>4025</DBID>
		<EditorNameID>1000160</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\butterflies.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='4026' name='ElephantBird'>
		<DBID>4026</DBID>
		<DisplayNameID>1000161</DisplayNameID>
		<EditorNameID>1000161</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>10</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Elephant Bird\elephant_bird_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Elephant Bird\elephant_bird_portrait</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Elephant Bird\elephant_bird_portrait</PortraitIcon>
		<RolloverTextID>1000162</RolloverTextID>
		<ShortRolloverTextID>1000161</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>1000.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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>ForceToGaia</Flag>
		<Flag>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>CivSpecificText</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
		<ProtoAction>
			<Name>ShrineGather</Name>
			<Rate type='AbstractShrine'>0.100000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4027' name='PropPineapple'>
		<DBID>4027</DBID>
		<DisplayNameID>603762</DisplayNameID>
		<EditorNameID>603762</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Animals\lemur\lemur.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='4028' name='MudSpringSounds'>
		<DBID>4028</DBID>
		<DisplayNameID>1000163</DisplayNameID>
		<EditorNameID>1000163</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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='4029' name='LavaBurn'>
		<DBID>4029</DBID>
		<BuildLimit>20</BuildLimit>
		<WanderDistance>0</WanderDistance>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<DisplayNameID>1000164</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>0.0000</TurnRate>
		<AnimFile>ui\editor\editor_blocks.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>3.0000</LOS>
		<TrainPoints>15.0000</TrainPoints>
		<UnitAIType>HandCombative</UnitAIType>
		<Bounty>0.0000</Bounty>
		<ResourceDecay>0.0000</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.0010' green='0.5000' red='1.0000' />
		<UnitType>NatureClass</UnitType>
		<UnitType>AnimalPrey</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>LogicalTypeHealed</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>
		<Flag>ConstrainOrientation</Flag>
		<Flag>DoNotValidateResourceInventory</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>Tracked</Flag>
		<Flag>NonSolid</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>OnlyInEditor</Flag>
		<Flag>NotSearchable</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Tactics>plaga.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>1.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>5.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageBonus type='Abstractvillager'>0.100000</DamageBonus>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageBonus type='Military'>0.300000</DamageBonus>
			<DamageBonus type='POWERIncendio'>0.100000</DamageBonus>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='4030' name='MineBasalt'>
		<DBID>4030</DBID>
		<DisplayNameID>1000166</DisplayNameID>
		<EditorNameID>1000165</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\minebasalt.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<Icon>War of the Triple Alliance\Nature\greenstone_portrait</Icon>
		<MinimapIcon>ui\minimap\minimap_gold</MinimapIcon>
		<PortraitIcon>buildings\gold_mine\gold_mine_portrait</PortraitIcon>
		<RolloverTextID>36006</RolloverTextID>
		<ShortRolloverTextID>36005</ShortRolloverTextID>
		<LOS>18.0000</LOS>
		<InitialResource resourcetype='Gold'>1000.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='0.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='2' page='10'>Delete</Command>
	</Unit>
	<Unit id='4031' name='PropIiwi'>
		<DBID>4031</DBID>
		<DisplayNameID>1000167</DisplayNameID>
		<EditorNameID>1000167</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\iiwi.xml</AnimFile>
		<LOS>10.0000</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='4032' name='KahunaWarrior'>
		<DBID>4032</DBID>
		<DisplayNameID>1000169</DisplayNameID>
		<EditorNameID>1000168</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<BuildLimit>12</BuildLimit>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_warrior_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_warrior_portrait</PortraitIcon>
		<SelectionPriority>20</SelectionPriority>
		<RolloverTextID>1000170</RolloverTextID>
		<ShortRolloverTextID>1000169</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>8.0000</Bounty>
		<BuildBounty>8.0000</BuildBounty>
		<Cost resourcetype='Food'>40.0000</Cost>
		<Cost resourcetype='Wood'>40.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>kahunaWarrior.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>5.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>3.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4033' name='KahunaShipwright'>
		<DBID>4033</DBID>
		<DisplayNameID>1000498</DisplayNameID>
		<EditorNameID>1000497</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<BuildLimit>20</BuildLimit>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_shipwright.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_shipwright_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_shipwright_portrait</PortraitIcon>
		<RolloverTextID>1000499</RolloverTextID>
		<ShortRolloverTextID>1000499</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>80</BuildLimit>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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>Ranged</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<Train column='1' page='0' row='0'>Outrigger</Train>
		<Train column='2' page='0' row='0'>Canoe</Train>
		<Train column='3' page='0' row='0'>xpWarCanoe</Train>
		<Train column='4' page='0' row='0'>FishingBoat</Train>
		<Train column='5' page='0' row='0'>ypFishingBoatAsian</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>kahunaShipwright.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.040000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.17500</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>6.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>2.000000</MaxRange>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.620000</Rate>
			<Rate type='ypGroveBuilding'>0.400000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='Ship'>20.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4034' name='Heiau'>
		<DBID>4034</DBID>
		<DisplayNameID>1000171</DisplayNameID>
		<EditorNameID>1000172</EditorNameID>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>War of the Triple Alliance\Buildings\tikiicon</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Buildings\heiau\heiau.xml</AnimFile>
		<ImpactType>wood</ImpactType>
		<Icon>War of the Triple Alliance\Buildings\heiau\heiau_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\heiau\heiau_portrait</PortraitIcon>
		<RolloverTextID>1000174</RolloverTextID>
		<ShortRolloverTextID>1000173</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>16.0000</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>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<Train column='0' page='0' row='0'>KahunaShipwright</Train>
		<Train column='1' page='0' row='0'>KahunaWarrior</Train>
		<Train column='2' page='0' row='0'>KahunaPriest</Train>
		<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>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>SetGatherPointMilitary</Command>
		<Tactics>heiau.tactics</Tactics>
	</Unit>
	<Unit id='4035' name='Fale'>
		<DBID>4035</DBID>
		<DisplayNameID>1000178</DisplayNameID>
		<EditorNameID>1000177</EditorNameID>
		<!-- SubCiv>NativesAtoll</SubCiv -->
		<ObstructionRadiusX>3.5000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.5000</ObstructionRadiusZ>
		<IdleTimeout>3.0000</IdleTimeout>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<MinimapIcon>War of the Triple Alliance\Buildings\tikiicon</MinimapIcon>
		<AnimFile>War of the Triple Alliance\Buildings\fale\fale_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Buildings\fale\fale_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\fale\fale_portrait</PortraitIcon>
		<RolloverTextID>1000180</RolloverTextID>
		<ShortRolloverTextID>1000179</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>16.0000</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>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<Tech column='0' page='1' row='0'>FaleKava</Tech>
		<Tech column='1' page='1' row='0'>FaleBubuti</Tech>
		<Tech column='2' page='1' row='0'>FaleMissionaries</Tech>
		<Tech column='3' page='1' row='2'>FaleIslandEcosystem</Tech>
		<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>AllowAutoGarrison</Flag>
		<Flag>ColorTransformNonGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>fale.tactics</Tactics>
	</Unit>
	<Unit id='4036' name='BountyMutineer'>
		<DBID>4036</DBID>
		<DisplayNameID>1000214</DisplayNameID>
		<EditorNameID>1000215</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\polynesia\bounty_mutineer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\polynesia\bounty_mutineer_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\polynesia\bounty_mutineer_portrait</PortraitIcon>
		<RolloverTextID>1000216</RolloverTextID>
		<ShortRolloverTextID>1000214</ShortRolloverTextID>
		<InitialHitpoints>350.0000</InitialHitpoints>
		<MaxHitpoints>350.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>20.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>18.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4037' name='GRDPolyWarrior'>
		<DBID>4037</DBID>
		<DisplayNameID>1000217</DisplayNameID>
		<EditorNameID>1000218</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\polynesia\grd_poly_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\polynesia\grd_poly_warrior_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\polynesia\grd_poly_warrior_portrait</PortraitIcon>
		<RolloverTextID>24863</RolloverTextID>
		<ShortRolloverTextID>1000217</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4038' name='NuggetShack'>
		<DBID>4038</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\polynesia\nugget_shack.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4039' name='PropShack'>
		<DBID>4039</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000219</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>Homecity\WOTTA\paddy_building.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4040' name='NuggetPig'>
		<DBID>4040</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>nuggets\polynesia\nugget_pig.xml</AnimFile>
		<Icon>objects\treasure\treasure_icon_64x64</Icon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<PortraitIcon>objects\treasure\treasure_portrait</PortraitIcon>
		<LOS>9.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>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='4041' name='PropPig'>
		<DBID>4041</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<EditorNameID>1000219</EditorNameID>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>Homecity\WOTTA\plantation_building.xml</AnimFile>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4042' name='FishReefShark'>
		<DBID>4042</DBID>
		<DisplayNameID>1000250</DisplayNameID>
		<EditorNameID>1000250</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Animals\Reef Fish\reef_shark_base.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\Reef Fish\reef_shark_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Reef Fish\reef_shark_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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='4043' name='FishParrotfish'>
		<DBID>4043</DBID>
		<DisplayNameID>1000251</DisplayNameID>
		<EditorNameID>1000251</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Animals\Reef Fish\parrotfish.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\Reef Fish\parrotfish_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Reef Fish\parrotfish_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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='4044' name='FishWrasse'>
		<DBID>4044</DBID>
		<DisplayNameID>1000252</DisplayNameID>
		<EditorNameID>1000252</EditorNameID>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Animals\Reef Fish\wrasse.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\Reef Fish\wrasse_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Reef Fish\wrasse_portrait</PortraitIcon>
		<RolloverTextID>28760</RolloverTextID>
		<ShortRolloverTextID>28759</ShortRolloverTextID>
		<LOS>0.0000</LOS>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceSubType>fish</ResourceSubType>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.5000' green='0.5000' red='0.5000' />
		<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='4045' name='CoconutCrab'>
		<DBID>4045</DBID>
		<DisplayNameID>1000253</DisplayNameID>
		<EditorNameID>1000253</EditorNameID>
		<ObstructionRadiusX>0.2900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>0.6000</MaxVelocity>
		<MaxRunVelocity>2.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Coconut Crab\coconut_crab_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Crab</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Coconut Crab\coconut_crab_portrait</PortraitIcon>
		<RolloverTextID>1000254</RolloverTextID>
		<ShortRolloverTextID>1000253</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>500.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<GathererLimit>4</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='4046' name='NuggetLemur'>
		<DBID>4046</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<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>50</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\lemur\lemur.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tibetan_macaque\Macaque_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\lemur\lemur_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>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>Tracked</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>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
	</Unit>
	<Unit id='4047' name='NuggetChameleon'>
		<DBID>4047</DBID>
		<DisplayNameID>34935</DisplayNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>0.4000</MaxVelocity>
		<MaxRunVelocity>0.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>10.0000</TurnRate>
		<WanderDistance>30</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\chameleon\chameleon.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\tibetan_macaque\Macaque_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\chameleon\chameleon_portrait</PortraitIcon>
		<MinimapIcon>ui\minimap\treasure</MinimapIcon>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Decay delay='2.0000' duration='2.0000' />
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>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>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>Tracked</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>VisibleUnderFogIfGaia</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>Nugget</Flag>
		<Flag>Tracked</Flag>
		<Tactics>hunt.tactics</Tactics>
	</Unit>
	<Unit id='4048' name='MerinaWarrior'>
		<DBID>4048</DBID>
		<DisplayNameID>1000264</DisplayNameID>
		<EditorNameID>1000263</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Natives\africa\merina_warrior.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Natives\africa\merina_warrior_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Natives\africa\merina_warrior_portrait</PortraitIcon>
		<RolloverTextID>24863</RolloverTextID>
		<ShortRolloverTextID>1000217</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>12.0000</Bounty>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>24.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>24.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4049' name='Fossa'>
		<DBID>4049</DBID>
		<DisplayNameID>1000265</DisplayNameID>
		<EditorNameID>1000266</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>8.0000</MaxVelocity>
		<MaxRunVelocity>10.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\fossa\fossa_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\fossa\fossa_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\fossa\fossa_portrait</PortraitIcon>
		<RolloverTextID>24863</RolloverTextID>
		<ShortRolloverTextID>1000265</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</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>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>4.700000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4050' name='GRDPrivateer'>
		<DBID>4050</DBID>
		<DisplayNameID>27726</DisplayNameID>
		<EditorNameID>27727</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</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>900.0000</InitialHitpoints>
		<MaxHitpoints>900.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>100.0000</Bounty>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>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 column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>seaJunk.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>30.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>60.000000</DamageCap>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='4051' name='BIGSkybox'>
		<DBID>4051</DBID>
		<DisplayNameID>41606</DisplayNameID>
		<EditorNameID>41607</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>homecity\dutch\dutch_background.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='4052' name='GRDTuareg'>
		<DBID>4052</DBID>
		<DisplayNameID>1000412</DisplayNameID>
		<EditorNameID>1000413</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>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Delta\African Units\Tuareg\camel.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Delta\African Units\Tuareg\tuareg_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Delta\African Units\Tuareg\tuareg_portrait</PortraitIcon>
		<RolloverTextID>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<RolloverTextID>60119</RolloverTextID>
		<ShortRolloverTextID>60118</ShortRolloverTextID>
		<InitialHitpoints>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>16.0000</Bounty>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>AbstractCamel</UnitType>
		<UnitType>AbstractCavalry</UnitType>
		<UnitType>AbstractHandCavalry</UnitType>
		<UnitType>Guardian</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Military</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>DoNotShowOnMiniMap</Flag>
		<Flag>Wanders</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>ConstrainOrientation</Flag>
		<Flag>OrientUnitWithGround</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.050000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4053' name='WildCrocodile'>
		<DBID>4053</DBID>
		<DisplayNameID>72159</DisplayNameID>
		<EditorNameID>1000441</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\alligator\alligator_land.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>units\animals\alligator\alligator_icon_64x64</Icon>
		<PortraitIcon>units\animals\alligator\alligator_portrait</PortraitIcon>
		<RolloverTextID>1000443</RolloverTextID>
		<ShortRolloverTextID>1000441</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</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>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4054' name='WildLeopard'>
		<DBID>4054</DBID>
		<DisplayNameID>72175</DisplayNameID>
		<EditorNameID>1000444</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>units\animals\jaguar\jaguar.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\leopard_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\leopard_icon_portrait</PortraitIcon>
		<RolloverTextID>1000443</RolloverTextID>
		<ShortRolloverTextID>1000444</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4055' name='WildHyena'>
		<DBID>4055</DBID>
		<DisplayNameID>1000440</DisplayNameID>
		<EditorNameID>72152</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</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>War of the Triple Alliance\Units\Animals\Hyena\hyena.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Hyena</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Hyena_Big</PortraitIcon>
		<RolloverTextID>1000443</RolloverTextID>
		<ShortRolloverTextID>1000440</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<UnitAIType>Predator</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>10.0000</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>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4056' name='WildLion'>
		<DBID>4056</DBID>
		<DisplayNameID>62660</DisplayNameID>
		<EditorNameID>1000439</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000443</RolloverTextID>
		<ShortRolloverTextID>1000439</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>17.0000</Bounty>
		<BuildBounty>17.0000</BuildBounty>
		<Cost resourcetype='Food'>170.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4057' name='WildRhino'>
		<DBID>4057</DBID>
		<DisplayNameID>62648</DisplayNameID>
		<EditorNameID>1000442</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000443</RolloverTextID>
		<ShortRolloverTextID>1000442</ShortRolloverTextID>
		<InitialHitpoints>270.0000</InitialHitpoints>
		<MaxHitpoints>270.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>13.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>30.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>1.200000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4058' name='Gelada'>
		<DBID>4058</DBID>
		<DisplayNameID>1000445</DisplayNameID>
		<EditorNameID>1000445</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>4</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Gelada\gelada.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Gelada\gelada_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Gelada\gelada_portrait</PortraitIcon>
		<RolloverTextID>1000446</RolloverTextID>
		<ShortRolloverTextID>1000446</ShortRolloverTextID>
		<InitialHitpoints>30.0000</InitialHitpoints>
		<MaxHitpoints>30.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>300.0000</InitialResource>
		<ResourceDecay>0.7500</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapColor blue='0.2500' green='0.2000' red='0.5000' />
		<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='4059' name='PetEthiopianWolf'>
		<DBID>4059</DBID>
		<DisplayNameID>1000449</DisplayNameID>
		<EditorNameID>1000447</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf_portrait</PortraitIcon>
		<RolloverTextID>1000450</RolloverTextID>
		<ShortRolloverTextID>1000449</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4060' name='WildEthiopianWolf'>
		<DBID>4060</DBID>
		<DisplayNameID>1000451</DisplayNameID>
		<EditorNameID>1000448</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Ethiopian Wolf\ethiopian_wolf_portrait</PortraitIcon>
		<RolloverTextID>1000443</RolloverTextID>
		<ShortRolloverTextID>1000451</ShortRolloverTextID>
		<InitialHitpoints>115.0000</InitialHitpoints>
		<MaxHitpoints>115.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>85.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4061' name='CoffeePlant'>
		<DBID>4061</DBID>
		<DisplayNameID>1000452</DisplayNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\coffee plants\coffee_plant.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Nature\coffee plants\coffee_plant_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Nature\coffee plants\coffee_plant_portrait</PortraitIcon>
		<RolloverTextID>1000453</RolloverTextID>
		<ShortRolloverTextID>1000453</ShortRolloverTextID>
		<InitialResource resourcetype='Gold'>800.0000</InitialResource>
		<ResourceSubType>forage</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<Decay delay='0.0000' duration='1.0000' />
		<MinimapColor blue='0.2500' green='0.7000' red='0.8900' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4062' name='Debtera'>
		<DBID>4062</DBID>
		<DisplayNameID>1000454</DisplayNameID>
		<EditorNameID>1000455</EditorNameID>
		<SubCiv>EthiopianMonastery</SubCiv>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Natives\africa\debtera.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Natives\africa\debtera_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Natives\africa\debtera_portrait</PortraitIcon>
		<RolloverTextID>1000456</RolloverTextID>
		<ShortRolloverTextID>46328</ShortRolloverTextID>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<CarryCapacity resourcetype='Fame'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>debtera.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
			<Rate type='Beehive2'>0.500000</Rate>
			<Rate type='Beehive'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4063' name='SocketEthiopianMonastery'>
		<DBID>4063</DBID>
		<DisplayNameID>1000457</DisplayNameID>
		<EditorNameID>1000458</EditorNameID>
		<SubCiv>EthiopianMonastery</SubCiv>
		<ObstructionRadiusX>4.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>4.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\ethiopian_monastery\monastery_socket.xml</AnimFile>
		<MinimapIcon>War of the Triple Alliance\Natives\ethiopian_monastery\monasteryicon</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Natives\ethiopian_monastery\native_ethiopian_monastery_icon_portrait</PortraitIcon>
		<RolloverTextID>69782</RolloverTextID>
		<ShortRolloverTextID>61096</ShortRolloverTextID>
		<LOS>0.0000</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='4064' name='Beehive2'>
		<DBID>4064</DBID>
		<DisplayNameID>601251</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<SubCiv>EthiopianMonastery</SubCiv>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Balkans\Beehive\beehive.xml</AnimFile>
		<DeadReplacement>BuildingRubble3x3plantation</DeadReplacement>
		<DeadReplacementLifespan>15</DeadReplacementLifespan>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>mill.xml</PlacementFile>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\beehive</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\beehiveBIG</PortraitIcon>
		<RolloverTextID>601252</RolloverTextID>
		<ShortRolloverTextID>601253</ShortRolloverTextID>
		<InitialHitpoints>500.0000</InitialHitpoints>
		<MaxHitpoints>500.0000</MaxHitpoints>
		<LOS>10.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<InitialResource resourcetype='Gold'>999.0000</InitialResource>
		<ResourceSubType>Gold</ResourceSubType>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<GathererLimit>1</GathererLimit>
		<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>
		<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>
		<Tactics>plantation.tactics</Tactics>
		<Command column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4065' name='BeehiveWagon'>
		<DBID>4065</DBID>
		<DisplayNameID>1000459</DisplayNameID>
		<EditorNameID>1000459</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<SubCiv>EthiopianMonastery</SubCiv>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Natives\ethiopian_monastery\beehive_wagon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\othericons\beehive</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\othericons\beehiveBIG</PortraitIcon>
		<RolloverTextID>1000460</RolloverTextID>
		<ShortRolloverTextID>1000460</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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 column='0' page='0' row='0'>Beehive2</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Beehive2'>2.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4066' name='CrateofFameSmall'>
		<DBID>4066</DBID>
		<DisplayNameID>71154</DisplayNameID>
		<EditorNameID>71155</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>71156</RolloverTextID>
		<ShortRolloverTextID>71157</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Fame'>100.0000</InitialResource>
		<TrainPoints>80.0000</TrainPoints>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4067' name='NativeEthiopianMonasteryBuildings'>
		<DBID>4067</DBID>
		<DisplayNameID>1000457</DisplayNameID>
		<EditorNameID>1000470</EditorNameID>
		<SubCiv>EthiopianMonastery</SubCiv>
		<ObstructionRadiusX>3.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\ethiopian_monastery\monastery_buildings.xml</AnimFile>
		<Icon>War of the Triple Alliance\Natives\ethiopian_monastery\native_ethiopian_monastery_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Natives\ethiopian_monastery\native_ethiopian_monastery_icon_portrait</PortraitIcon>
		<InitialHitpoints>1560.0000</InitialHitpoints>
		<MaxHitpoints>1560.0000</MaxHitpoints>
		<LOS>9.0000</LOS>
		<BuildPoints>5.0000</BuildPoints>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MinimapColor blue='1.0000' green='1.0000' red='1.0000' />
		<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='4068' name='Baboon'>
		<DBID>4068</DBID>
		<DisplayNameID>1000473</DisplayNameID>
		<EditorNameID>1000472</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>War of the Triple Alliance\Units\Animals\baboon\baboon.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\baboon\baboon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\baboon\baboon_portrait</PortraitIcon>
		<RolloverTextID>63920</RolloverTextID>
		<ShortRolloverTextID>63919</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</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>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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4069' name='Mandrill'>
		<DBID>4069</DBID>
		<DisplayNameID>1000475</DisplayNameID>
		<EditorNameID>1000474</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>War of the Triple Alliance\Units\Animals\mandrill\mandrill_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\mandrill\mandrill_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\mandrill\mandrill_portrait</PortraitIcon>
		<RolloverTextID>63920</RolloverTextID>
		<ShortRolloverTextID>63919</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</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>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>9.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
	</Unit>
	<Unit id='4070' name='HaLongPinnacles'>
		<DBID>4070</DBID>
		<DisplayNameID>1000496</DisplayNameID>
		<EditorNameID>1000496</EditorNameID>
		<ObstructionRadiusX>9.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.0000</ObstructionRadiusZ>
		<IdleTimeout>5.0000</IdleTimeout>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\ha_long_pinnacles_base.xml</AnimFile>
		<LOS>0.0000</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>
		<MinimapColor blue='0.0000' green='0.0500' red='0.0500' />
		<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>NoIdleActions</Flag>
		<Flag>NavalUnit</Flag>
		<Flag>PlaceAnywhere</Flag>
		<Flag>TieToWaterSurface</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>StartOnAnimationUpdate</Flag>
		<Flag>InvulnerableIfGaia</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>ObscuresUnits</Flag>
	</Unit>
	<Unit id='4071' name='TRADECamel'>
		<DBID>4071</DBID>
		<DisplayNameID>1000501</DisplayNameID>
		<EditorNameID>1000500</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\props_cameleers.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\camel_trade_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4072' name='TRADECameleer'>
		<DBID>4072</DBID>
		<DisplayNameID>1000501</DisplayNameID>
		<EditorNameID>1000500</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\house\house.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\camel_trade_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4073' name='TRADECamelGuard'>
		<DBID>4073</DBID>
		<DisplayNameID>1000501</DisplayNameID>
		<EditorNameID>1000500</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\African Units\Tuareg\camel.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\camel_trade_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4074' name='TRADECamelFast'>
		<DBID>4074</DBID>
		<DisplayNameID>1000501</DisplayNameID>
		<EditorNameID>1000500</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Natives\props_cameleers.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\camel_trade_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4075' name='TRADECameleerFast'>
		<DBID>4075</DBID>
		<DisplayNameID>1000501</DisplayNameID>
		<EditorNameID>1000500</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>6.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Buildingsets\Delta\Egyptian\house\house.xml</AnimFile>
		<Icon>units\trade\travois_icon_64</Icon>
		<PortraitIcon>War of the Triple Alliance\Delta\camel_trade_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4076' name='TRADEAfricanTradesman'>
		<DBID>4076</DBID>
		<DisplayNameID>72401</DisplayNameID>
		<EditorNameID>1000502</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\tradesman\tradesman.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\african\tradesman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\african\tradesmanbig</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4077' name='TRADEAfricanEscort'>
		<DBID>4077</DBID>
		<DisplayNameID>72441</DisplayNameID>
		<EditorNameID>1000502</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\escort\horse.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescort</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANescortbig</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4078' name='TRADECoveredWagon'>
		<DBID>4078</DBID>
		<DisplayNameID>27330</DisplayNameID>
		<EditorNameID>1000502</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>units\villagers\covered_wagon\covered_wagon.xml</AnimFile>
		<Icon>units\villagers\covered_wagon\covered_wagon_icon_64</Icon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4079' name='CrateofTradeSmall'>
		<DBID>4079</DBID>
		<DisplayNameID>1000503</DisplayNameID>
		<EditorNameID>1000504</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>ui\command\generate_fame_icon</Icon>
		<PortraitIcon>ui\command\generate_fame_portrait</PortraitIcon>
		<RolloverTextID>71160</RolloverTextID>
		<ShortRolloverTextID>71161</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Trade'>100.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<TrainPoints>80.0000</TrainPoints>
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4080' name='TRADERugaRuga'>
		<DBID>4080</DBID>
		<DisplayNameID>1000408</DisplayNameID>
		<EditorNameID>1000502</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\African Units\Ruga Ruga\ruga ruga.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowman</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\AFRICANbowmanbig</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4081' name='TRADEAfricanPorter'>
		<DBID>4081</DBID>
		<DisplayNameID>602043</DisplayNameID>
		<EditorNameID>1000502</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Ethiopian\builder\builder.xml</AnimFile>
		<Icon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\africanunits\african_carrier_portrait</PortraitIcon>
		<RolloverTextID>71509</RolloverTextID>
		<ShortRolloverTextID>71510</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<TrainPoints>30.0000</TrainPoints>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.9000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4082' name='TRADEEuroWagon'>
		<DBID>4082</DBID>
		<DisplayNameID>1000508</DisplayNameID>
		<EditorNameID>1000507</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.4900</ObstructionRadiusZ>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>4.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Cow Wagons\cow_cart_factory.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\stagecoach_icon_64x64</Icon>
		<PortraitIcon>units\villagers\covered_wagon\covered_wagon_portrait</PortraitIcon>
		<RolloverTextID>29378</RolloverTextID>
		<ShortRolloverTextID>29377</ShortRolloverTextID>
		<InitialHitpoints>240.0000</InitialHitpoints>
		<MaxHitpoints>240.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MinimapColor blue='0.0000' green='0.0000' red='0.0000' />
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4083' name='BullElephant'>
		<DBID>4083</DBID>
		<DisplayNameID>1000509</DisplayNameID>
		<EditorNameID>1000509</EditorNameID>
		<PopulationCount>7</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>10</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Animals\Bull Elephant\bull_elephant.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\Bull Elephant\bull_elephant_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Bull Elephant\bull_elephant_portrait</PortraitIcon>
		<RolloverTextID>60127</RolloverTextID>
		<ShortRolloverTextID>60126</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>65.0000</Bounty>
		<BuildBounty>65.0000</BuildBounty>
		<Cost resourcetype='Food'>400.0000</Cost>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>mahout.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherWood</Name>
			<Type>AutoGather</Type>
			<Rate type='Wood'>0.100000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>130.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>56.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>112.000000</DamageCap>
			<DamageBonus type='AbstractInfantry'>2.000000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
			<DamageBonus type='AbstractHeavyInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4084' name='DustStorm'>
		<DBID>4084</DBID>
		<EditorNameID>1000511</EditorNameID>
		<IdleTimeout>1.0000</IdleTimeout>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<WanderDistance>15</WanderDistance>
		<DisplayNameID>603779</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MovementType>land</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Nature\dust_storm.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<InitialHitpoints>1.0000</InitialHitpoints>
		<MaxHitpoints>1.0000</MaxHitpoints>
		<LOS>4.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Food'>400.0000</InitialResource>
		<ResourceDecay>0.9000</ResourceDecay>
		<ResourceSubType>meat</ResourceSubType>
		<MinimapIcon>War of the Triple Alliance\units\coronel\minimap</MinimapIcon>
		<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>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>VisibleUnderFogOnlyAfterSeen</Flag>
		<Flag>Tracked</Flag>
		<Flag>ForceToGaia</Flag>
		<Flag>NotSelectable</Flag>
		<Tactics>plaga.tactics</Tactics>
		<ProtoAction>
			<Name>TrampleHandAttack</Name>
			<Damage>0.500000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>3.000000</ROF>
			<DamageCap>10.000000</DamageCap>
			<DamageArea>8.000000</DamageArea>
			<DamageFlags>Enemy</DamageFlags>
			<DamageBonus type='AbstractFarm'>20.000000</DamageBonus>
			<DamageBonus type='Herd'>2.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4085' name='PetCheetah'>
		<DBID>4085</DBID>
		<DisplayNameID>1000513</DisplayNameID>
		<EditorNameID>1000512</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>12.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\cheetah\cheetah.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\cheetah\cheetah_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\cheetah\cheetah_icon_portrait</PortraitIcon>
		<RolloverTextID>1000514</RolloverTextID>
		<ShortRolloverTextID>1000512</ShortRolloverTextID>
		<InitialHitpoints>190.0000</InitialHitpoints>
		<MaxHitpoints>190.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4086' name='PetBaboon'>
		<DBID>4086</DBID>
		<DisplayNameID>1000516</DisplayNameID>
		<EditorNameID>1000515</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\baboon\baboon.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\baboon\baboon_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\baboon\baboon_portrait</PortraitIcon>
		<RolloverTextID>1000517</RolloverTextID>
		<ShortRolloverTextID>1000515</ShortRolloverTextID>
		<InitialHitpoints>110.0000</InitialHitpoints>
		<MaxHitpoints>110.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4087' name='PetChimpanzee'>
		<DBID>4087</DBID>
		<DisplayNameID>1000519</DisplayNameID>
		<EditorNameID>1000518</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\chimp\chimp.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\chimp\chimp_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\chimp\chimp_icon_portrait</PortraitIcon>
		<RolloverTextID>1000520</RolloverTextID>
		<ShortRolloverTextID>1000518</ShortRolloverTextID>
		<InitialHitpoints>180.0000</InitialHitpoints>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4088' name='PetMandrill'>
		<DBID>4088</DBID>
		<DisplayNameID>1000522</DisplayNameID>
		<EditorNameID>1000521</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Animals\mandrill\mandrill_base.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Units\Animals\mandrill\mandrill_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\mandrill\mandrill_portrait</PortraitIcon>
		<RolloverTextID>1000523</RolloverTextID>
		<ShortRolloverTextID>1000521</ShortRolloverTextID>
		<InitialHitpoints>120.0000</InitialHitpoints>
		<MaxHitpoints>120.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4089' name='PetJackal'>
		<DBID>4089</DBID>
		<DisplayNameID>1000525</DisplayNameID>
		<EditorNameID>1000524</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\animals\wolf\wolf.xml</AnimFile>
		<ImpactType>Animal</ImpactType>
		<Icon>War of the Triple Alliance\Icons\Delta\Maps\Jackal</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Maps\Jackal_Big</PortraitIcon>
		<RolloverTextID>1000526</RolloverTextID>
		<ShortRolloverTextID>1000524</ShortRolloverTextID>
		<InitialHitpoints>80.0000</InitialHitpoints>
		<MaxHitpoints>80.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Train column='0' page='0' row='0'>PetEthiopianWolf</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4090' name='TreeReproducing'>
		<DBID>4090</DBID>
		<DisplayNameID>66051</DisplayNameID>
		<EditorNameID>1000544</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>500</BuildLimit>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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>
		<Tactics>reproducingTree.tactics</Tactics>
	</Unit>
	<Unit id='4091' name='PetGreyParrot'>
		<DBID>4091</DBID>
		<DisplayNameID>1000545</DisplayNameID>
		<EditorNameID>1000546</EditorNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>8.0000</TurnRate>
		<LOS>20.0000</LOS>
		<AnimFile>War of the Triple Alliance\Units\Animals\Grey Parrot\grey_parrot.xml</AnimFile>
		<Icon>War of the Triple Alliance\Units\Animals\Grey Parrot\grey_parrot_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Animals\Grey Parrot\grey_parrot_portrait</PortraitIcon>
		<RolloverTextID>71303</RolloverTextID>
		<ShortRolloverTextID>71304</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<UnitAIType>Passive</UnitAIType>
		<BuildLimit>10</BuildLimit>
		<Bounty>7.0000</Bounty>
		<BuildBounty>7.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>20.0000</Cost>
		<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>Tracked</Flag>
		<Command column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>WOLraven.tactics</Tactics>
	</Unit>
	<Unit id='4092' name='WildAtlasBear'>
		<DBID>4092</DBID>
		<DisplayNameID>1000551</DisplayNameID>
		<EditorNameID>1000550</EditorNameID>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>1000443</RolloverTextID>
		<ShortRolloverTextID>1000550</ShortRolloverTextID>
		<InitialHitpoints>300.0000</InitialHitpoints>
		<MaxHitpoints>300.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>12</BuildLimit>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Food'>250.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>ForceToGaia</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>pet.tactics</Tactics>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='4093' name='PropsDallol'>
		<DBID>4093</DBID>
		<DisplayNameID>1000552</DisplayNameID>
		<EditorNameID>1000552</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\dallol_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='4094' name='TreeFale'>
		<DBID>4094</DBID>
		<DisplayNameID>68956</DisplayNameID>
		<EditorNameID>68957</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</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>
		<TrainPoints>0.2000</TrainPoints>
		<ShortRolloverTextID>68954</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='4095' name='FishingBoatScaffold'>
		<DBID>4095</DBID>
		<Lifespan>50.0000</Lifespan>
		<DisplayNameID>22962</DisplayNameID>
		<EditorNameID>33885</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Delta\Zulu\catapult\base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>dock.xml</PlacementFile>
		<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>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>0.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>50.0000</Bounty>
		<BuildBounty>50.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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>Military</UnitType>
		<UnitType>Building</UnitType>
		<Flag>TieToWaterSurface</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>Tracked</Flag>
		<Flag>AlphaFadeLifespan</Flag>
		<Command column='0' page='10'>Delete</Command>
		<Tactics>fishingboatscaffold.tactics</Tactics>
		<BuilderLimit>4</BuilderLimit>
	</Unit>
	<Unit id='4096' name='Pirogue'>
		<DBID>4096</DBID>
		<DisplayNameID>1000566</DisplayNameID>
		<EditorNameID>1000565</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\pirogue.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\pirogue_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\pirogue_portrait</PortraitIcon>
		<RolloverTextID>1000567</RolloverTextID>
		<ShortRolloverTextID>25636</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>10</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>
		<Train column='10' page='6' row='0'>Fishtrap</Train>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='10'>Stop</Command>
		<Tactics>fishingboat.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='AbstractWhale'>0.500000</Rate>
			<Rate type='AbstractFish'>0.670000</Rate>
			<Rate type='FishTrap'>0.670000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4097' name='POLYvillager'>
		<DBID>4097</DBID>
		<DisplayNameID>72381</DisplayNameID>
		<EditorNameID>1000568</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Polynesia\polyvillager.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Polynesia\polyvillager_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Polynesia\polyvillager_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>72383</RolloverTextID>
		<ShortRolloverTextID>72384</ShortRolloverTextID>
		<InitialHitpoints>170.0000</InitialHitpoints>
		<MaxHitpoints>170.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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 column='0' page='6' row='0'>Market</Train>
		<Train column='0' page='6' row='0'>Houseafrican</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='6' row='0'>AFRICANikhanda</Train>
		<Train column='3' page='6' row='0'>africanlot</Train>
		<Train column='0' page='6' row='0'>africanlibrary</Train>
		<Train column='6' page='6' row='0'>africangranary</Train>
		<Train column='6' page='6' row='0'>africanquarry</Train>
		<Train column='5' page='6' row='0'>africantower</Train>
		<Train column='8' page='6' row='0'>africanbazaar</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseGreek</Train>
		<Train column='11' page='6' row='0'>WOLSafehouseIroquois</Train>
		<Train column='11' page='6' row='0'>africanhorsekraal</Train>
		<Train column='11' page='6' row='0'>africangunpowderkraal</Train>
		<Train column='11' page='6' row='0'>africangarrison</Train>
		<Train column='12' page='6' row='0'>africancantonment</Train>
		<Train column='13' page='6' row='0'>africanpalace</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='15' page='6' row='0'>africancatapultbase</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory5</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory4</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory3</Train>
		<Train column='0' page='255' row='0'>ypWITowerOfVictory2</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal5</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal4</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal3</Train>
		<Train column='0' page='255' row='0'>ypWITajMahal2</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata5</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata4</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata3</Train>
		<Train column='0' page='255' row='0'>ypWIKarniMata2</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate5</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate4</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate3</Train>
		<Train column='0' page='255' row='0'>ypWICharminarGate2</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort5</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort4</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort3</Train>
		<Train column='0' page='255' row='0'>ypWIAgraFort2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha4</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha5</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='3' page='6' row='0'>WOLPasture</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>YPLivestockPenAsian</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion2</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha2</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine5</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine4</Train>
		<Train column='0' page='255' row='0'>ypWJToshoguShrine3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates5</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates4</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates3</Train>
		<Train column='0' page='255' row='0'>ypWJToriiGates2</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate4</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate5</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate3</Train>
		<Train column='0' page='255' row='0'>ypWJShogunate2</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion3</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion4</Train>
		<Train column='0' page='255' row='0'>ypWJGoldenPavillion5</Train>
		<Train column='0' page='255' row='0'>ypWJGiantBuddha3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda2</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda3</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda4</Train>
		<Train column='0' page='255' row='0'>ypWCWhitePagoda5</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven2</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven3</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven4</Train>
		<Train column='0' page='255' row='0'>ypWCTempleOfHeaven5</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace2</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace3</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace4</Train>
		<Train column='0' page='255' row='0'>ypWCSummerPalace5</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower2</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower3</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower4</Train>
		<Train column='0' page='255' row='0'>ypWCPorcelainTower5</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy2</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy3</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy4</Train>
		<Train column='0' page='255' row='0'>ypWCConfucianAcademy5</Train>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseTempleOfHeaven5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseWhitePagoda5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseSummerPalace2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChinesePorcelainTower5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderChineseConfucianAcademy5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGiantBuddha5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseGoldenPavillion5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToshoguShrine2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseToriiGates3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderJapaneseShogunate2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTowerOfVictory3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra3</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianAgra4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianCharminar2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata4</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianKarniMata5</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal2</Tech>
		<Tech column='0' page='1' row='0'>YPWonderIndianTajMahal3</Tech>
		<Tech column='0' page='1' row='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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherIncaGold</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherMapuche</Name>
			<Type>AutoGather</Type>
			<Rate type='XP'>0.50000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>2.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>4.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='AFRICANbazaartent'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4098' name='KahunaPriest'>
		<DBID>4098</DBID>
		<DisplayNameID>1000563</DisplayNameID>
		<EditorNameID>1000562</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_priest.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_priest_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Natives\Hawaii\kahuna_priest_portrait</PortraitIcon>
		<RolloverTextID>1000564</RolloverTextID>
		<ShortRolloverTextID>46328</ShortRolloverTextID>
		<InitialHitpoints>360.0000</InitialHitpoints>
		<MaxHitpoints>360.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>aztecpriest.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='FirePit'>0.100000</Rate>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='4099' name='TreeProtea'>
		<DBID>4099</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>1000578</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\fynbos\tree_protea.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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='4100' name='TreeProteaSmall'>
		<DBID>4100</DBID>
		<DisplayNameID>44002</DisplayNameID>
		<EditorNameID>1000578</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\fynbos\tree_protea_small.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>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>300.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='4101' name='UnderbrushFynbos'>
		<DBID>4101</DBID>
		<DisplayNameID>1000579</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Nature\fynbos\underbrush_fynbos.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='4102' name='TreeCypress'>
		<DBID>4102</DBID>
		<DisplayNameID>43836</DisplayNameID>
		<EditorNameID>1000590</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Other\new trees\cypress.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>terrain\trees\tree_icon_64</Icon>
		<PortraitIcon>terrain\trees\tree_icon_portrait</PortraitIcon>
		<RolloverTextID>603742</RolloverTextID>
		<ShortRolloverTextID>603741</ShortRolloverTextID>
		<InitialHitpoints>6.0000</InitialHitpoints>
		<MaxHitpoints>6.0000</MaxHitpoints>
		<Bounty>0.0000</Bounty>
		<InitialResource resourcetype='Wood'>350.0000</InitialResource>
		<ResourceSubType>Wood</ResourceSubType>
		<MinimapColor blue='0.1800' green='0.2500' red='0.1900' />
		<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='4103' name='FaleCrateofFameSmall'>
		<DBID>4103</DBID>
		<DisplayNameID>1000592</DisplayNameID>
		<EditorNameID>1000591</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>War of the Triple Alliance\Buildings\fale\crates\books_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\fale\crates\books_portrait</PortraitIcon>
		<RolloverTextID>71156</RolloverTextID>
		<ShortRolloverTextID>71157</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Fame'>100.0000</InitialResource>
		<TrainPoints>160.0000</TrainPoints>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4104' name='FaleCrateofXP'>
		<DBID>4104</DBID>
		<DisplayNameID>1000594</DisplayNameID>
		<EditorNameID>1000593</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>War of the Triple Alliance\Buildings\fale\crates\kava_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\fale\crates\kava_portrait</PortraitIcon>
		<RolloverTextID>71156</RolloverTextID>
		<ShortRolloverTextID>71157</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='XP'>100.0000</InitialResource>
		<TrainPoints>160.0000</TrainPoints>
		<ResourceSubType>XP</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4105' name='FaleCrateofTradeSmall'>
		<DBID>4105</DBID>
		<DisplayNameID>1000596</DisplayNameID>
		<EditorNameID>1000595</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>War of the Triple Alliance\Units\Crates\crateoftradesmall.xml</AnimFile>
		<Icon>War of the Triple Alliance\Buildings\fale\crates\cowrie_crate_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Buildings\fale\crates\cowrie_crate_portrait</PortraitIcon>
		<RolloverTextID>71160</RolloverTextID>
		<ShortRolloverTextID>71161</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Trade'>100.0000</InitialResource>
		<ResourceSubType>Fame</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<TrainPoints>160.0000</TrainPoints>
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='4106' name='MaltaMapFort'>
		<DBID>4106</DBID>
		<DisplayNameID>1000597</DisplayNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>6.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>6.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\malta_map_fort\malta_map_fort.xml</AnimFile>
		<DeadReplacement>BuildingRubble6x6</DeadReplacement>
		<ImpactType>Stone</ImpactType>
		<PhysicsInfo>house</PhysicsInfo>
		<PlacementFile>buildinglarge.xml</PlacementFile>
		<Icon>buildings\fort\fort_icon</Icon>
		<MinimapIcon>War of the Triple Alliance\Buildings\maltese_tower</MinimapIcon>
		<PortraitIcon>buildings\malta_map_fort\malta_map_fort_portrait</PortraitIcon>
		<RolloverTextID>1000598</RolloverTextID>
		<ShortRolloverTextID>25639</ShortRolloverTextID>
		<InitialHitpoints>8500.0000</InitialHitpoints>
		<MaxHitpoints>8500.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>150.0000</BuildPoints>
		<Bounty>440.0000</Bounty>
		<BuildBounty>0.0000</BuildBounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<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>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>AbstractFort</UnitType>
		<Train column='3' page='0' row='0'>Okchu</Train>
		<Train column='4' page='0' row='0'>Azap</Train>
		<Train column='7' page='0' row='0'>Nizam</Train>
		<Train column='8' page='0' row='0'>Akinci</Train>
		<Train column='0' page='0' row='0'>General</Train>
		<Train column='0' page='0' row='0'>NAmilitia</Train>
		<Train column='0' page='0' row='0'>WOLMilitiaAustralian</Train>
		<Train column='0' page='0' row='0'>Pavisier</Train>
		<Train column='1' page='0' row='0'>NAspontooner</Train>
		<Train column='1' page='0' row='0'>WOLSpontoonerAustralian</Train>
		<Train column='1' page='0' row='0'>Landsknecht</Train>
		<Train column='2' page='0' row='0'>NAkingsmousquetaire</Train>
		<Train column='2' page='0' row='0'>NAmarine</Train>
		<Train column='2' page='0' row='0'>Pandour</Train>
		<Train column='2' page='0' row='0'>NABushranger</Train>
		<Train column='2' page='0' row='0'>NAHeadhunter</Train>
		<Train column='2' page='0' row='0'>NATupara</Train>
		<Train column='2' page='0' row='0'>NARumCorps</Train>
		<Train column='2' page='0' row='0'>NABlackTracker</Train>
		<Train column='2' page='0' row='0'>WalerHorse</Train>
		<Train column='2' page='0' row='0'>NativePolice</Train>
		<Train column='2' page='0' row='0'>NApatriot</Train>
		<Train column='2' page='0' row='0'>NAfootguard</Train>
		<Train column='3' page='0' row='0'>NArifleman</Train>
		<Train column='3' page='0' row='0'>WOLRiflemanAustralian</Train>
		<Train column='3' page='0' row='0'>Doppelsoldner</Train>
		<Train column='4' page='0' row='0'>NAsharpshooter</Train>
		<Train column='4' page='0' row='0'>Grenzer</Train>
		<Train column='4' page='0' row='0'>NAfencible</Train>
		<Train column='4' page='0' row='0'>NAmetisrebel</Train>
		<Train column='5' page='0' row='0'>NAblackwatch</Train>
		<Train column='5' page='0' row='0'>NAvoltigeur</Train>
		<Train column='0' page='0' row='0'>NAlightcavalry</Train>
		<Train column='2' page='0' row='0'>WOLLightCavalryAustralian</Train>
		<Train column='0' page='0' row='0'>Krajisnik</Train>
		<Train column='1' page='0' row='0'>NAmississaugahorse</Train>
		<Train column='1' page='0' row='0'>NAmountedrifle</Train>
		<Train column='1' page='0' row='0'>NAtexasranger</Train>
		<Train column='1' page='0' row='0'>Reiter</Train>
		<Train column='2' page='0' row='0'>NAmountie</Train>
		<Train column='2' page='0' row='0'>NAbuffalosoldier</Train>
		<Train column='2' page='0' row='0'>NAcavalrycorps</Train>
		<Train column='0' page='0' row='0'>Crossbowman</Train>
		<Train column='0' page='0' row='0'>Catapultnoh</Train>
		<Train column='0' page='0' row='0'>Borracho</Train>
		<Train column='0' page='0' row='0'>Longbowman</Train>
		<Train column='1' page='0' row='0'>Pikeman</Train>
		<Train column='1' page='0' row='0'>dangpaspearman</Train>
		<Train column='1' page='0' row='0'>Ordenanca</Train>
		<Train column='2' page='0' row='0'>Carabinero</Train>
		<Train column='2' page='0' row='0'>pieonjeongarcher</Train>
		<Train column='2' page='0' row='0'>Soldadera</Train>
		<Train column='2' page='0' row='0'>Janissary</Train>
		<Train column='2' page='0' row='0'>Musketeer</Train>
		<Train column='2' page='0' row='0'>CivicoBlock</Train>
		<Train column='3' page='0' row='0'>Skirmisher</Train>
		<Train column='3' page='0' row='0'>SkirmisherBlock</Train>
		<Train column='3' page='0' row='0'>Cacadore</Train>
		<Train column='3' page='0' row='0'>Strelet</Train>
		<Train column='3' page='0' row='0'>Carabinero</Train>
		<Train column='3' page='0' row='0'>CarabineroBlock</Train>
		<Train column='3' page='0' row='0'>Volunteer</Train>
		<Train column='4' page='0' row='0'>Halberdier</Train>
		<Train column='4' page='0' row='0'>Rodelero</Train>
		<Train column='4' page='0' row='0'>Dopplesoldner</Train>
		<Train column='2' page='0' row='0'>Lassador</Train>
		<Train column='5' page='0' row='0'>Cossack</Train>
		<Train column='5' page='0' row='0'>Uhlan</Train>
		<Train column='5' page='0' row='0'>Hussar</Train>
		<Train column='5' page='0' row='0'>HussarBlock</Train>
		<Train column='6' page='0' row='0'>Ruyter</Train>
		<Train column='6' page='0' row='0'>Lancer</Train>
		<Train column='6' page='0' row='0'>Cuirassier</Train>
		<Train column='6' page='0' row='0'>Oprichnik</Train>
		<Train column='6' page='0' row='0'>Acacaraya</Train>
		<Train column='6' page='0' row='0'>Granadero</Train>
		<Train column='7' page='0' row='0'>WarWagon</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>CavalryArcher</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>Dragoon</Train>
		<Train column='7' page='0' row='0'>FrontierCavalryBlock</Train>
		<Train column='7' page='0' row='0'>Mountedcassador</Train>
		<Train column='8' page='0' row='0'>Bacamartero</Train>
		<Train column='8' page='0' row='0'>BacamarteroBlock</Train>
		<Train column='8' page='0' row='0'>Grenadier</Train>
		<Train column='8' page='0' row='0'>Magyar</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='9' page='0' row='0'>AbusGun</Train>
		<Train column='0' page='0' row='0'>ypOldHanArmy</Train>
		<Train column='1' page='0' row='0'>ypStandardArmy</Train>
		<Train column='2' page='0' row='0'>ypMingArmy</Train>
		<Train column='3' page='0' row='0'>ypTerritorialArmy</Train>
		<Train column='4' page='0' row='0'>ypForbiddenArmy</Train>
		<Train column='5' page='0' row='0'>ypImperialArmy</Train>
		<Train column='0' page='0' row='0'>ypRajput</Train>
		<Train column='1' page='0' row='0'>ypSepoy</Train>
		<Train column='2' page='0' row='0'>ypNatMercGurkha</Train>
		<Train column='3' page='0' row='0'>ypSowar</Train>
		<Train column='4' page='0' row='0'>ypZamburak</Train>
		<Train column='5' page='0' row='0'>ypMahout</Train>
		<Train column='6' page='0' row='0'>ypHowdah</Train>
		<Train column='4' page='0' row='0'>Snapphane</Train>
		<Train column='4' page='0' row='0'>chorofylax</Train>
		<Train column='5' page='0' row='0'>klepht</Train>
		<Train column='4' page='0' row='0'>Alpino</Train>
		<Train column='5' page='0' row='0'>bersagliere</Train>
		<Train column='0' page='0' row='0'>HwalArcher</Train>
		<Train column='0' page='0' row='0'>koreanwarwagon</Train>
		<Train column='0' page='0' row='0'>GreenJacket</Train>
		<Train column='2' page='0' row='0'>Redcoat</Train>
		<Train column='6' page='0' row='0'>Highlander</Train>
		<Train column='7' page='0' row='0'>WOLScotsGrey</Train>
		<Train column='9' page='0' row='0'>WOLForeignLegion</Train>
		<Train column='0' page='0' row='0'>WOLAduanero</Train>
		<Train column='3' page='0' row='0'>WOLTxapelgorris</Train>
		<Train column='0' page='0' row='0'>WOLLandwehr</Train>
		<Train column='1' page='0' row='0'>WOLJaeger</Train>
		<Train column='8' page='0' row='0'>WOLTotenkopfHussar</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>HeroName2</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>Tracked</Flag>
		<Contain>Imam</Contain>
		<Contain>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>AbstractVillager</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</Contain>
		<Command column='2' page='10'>Delete</Command>
		<Command column='2' page='1'>SetUnitAsHomeCityGatherPoint</Command>
		<Command column='1' page='10'>SetGatherPointEconomy</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>capturable_fort.tactics</Tactics>
		<ProtoAction>
			<Name>AntiShipAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>300.000000</DamageCap>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<Projectile>Cannonball</Projectile>
		</ProtoAction>
	</Unit>
	<Unit id='4107' name='CorsairGalley'>
		<DBID>4107</DBID>
		<DisplayNameID>1000603</DisplayNameID>
		<EditorNameID>1000602</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>10.0000</MaxVelocity>
		<MaxRunVelocity>12.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</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>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>600.0000</InitialHitpoints>
		<MaxHitpoints>600.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.6000' />
		<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>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>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 column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>seaJunk.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='4108' name='CossackChayka'>
		<DBID>4108</DBID>
		<DisplayNameID>1000605</DisplayNameID>
		<EditorNameID>1000604</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>8.5000</MaxVelocity>
		<MaxRunVelocity>10.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\chayka\chayka.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>80815</RolloverTextID>
		<ShortRolloverTextID>80816</ShortRolloverTextID>
		<InitialHitpoints>800.0000</InitialHitpoints>
		<MaxHitpoints>800.0000</MaxHitpoints>
		<LOS>26.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>5</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>40.0000</BuildBounty>
		<Cost resourcetype='Wood'>300.0000</Cost>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<MaxContained>50</MaxContained>
		<AllowedAge>1</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<Armor type='Ranged' value='0.5000' />
		<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>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>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 column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Tactics>seaJunk.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>40.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>140.000000</DamageCap>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='4109' name='OutlawHoopThrowers'>
		<DBID>4109</DBID>
		<DisplayNameID>1000624</DisplayNameID>
		<EditorNameID>1000625</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Hoop Thrower\outlaw_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>1000626</RolloverTextID>
		<ShortRolloverTextID>1000624</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Hoop</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>18.0000</Bounty>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>HasBountyValue</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>Unit</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHoopThrower.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GrenadeAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4110' name='RenegadeJanissary'>
		<DBID>4110</DBID>
		<DisplayNameID>1000627</DisplayNameID>
		<EditorNameID>1000628</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<WanderDistance>3</WanderDistance>
		<AnimFile>War of the Triple Alliance\Units\Janissary\renegade_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>1000629</RolloverTextID>
		<ShortRolloverTextID>1000627</ShortRolloverTextID>
		<InitialHitpoints>235.0000</InitialHitpoints>
		<MaxHitpoints>235.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<InitialUnitAIStance>Defensive</InitialUnitAIStance>
		<Bounty>13.0000</Bounty>
		<Armor type='Hand' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>Ranged</UnitType>
		<UnitType>Unit</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorRifle.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='4111' name='GRDBarbaryCorsair'>
		<DBID>4111</DBID>
		<DisplayNameID>1000630</DisplayNameID>
		<EditorNameID>1000631</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.0000</MaxVelocity>
		<MaxRunVelocity>8.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</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>315.0000</InitialHitpoints>
		<MaxHitpoints>315.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>HandCombative</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<ScoreValue>20.0000</ScoreValue>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>predatorHandInfantry.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>GuardianAttack</Name>
			<Damage>14.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageCap>28.000000</DamageCap>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>28.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<!-- Peruvian Units -->
	<Unit id='6201' name='WOLCholo'>
		<DBID>6201</DBID>
		<DisplayNameID>620011</DisplayNameID>
		<EditorNameID>620012</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Cholo\cholo.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Cholo_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Cholo_Portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>620013</RolloverTextID>
		<ShortRolloverTextID>620014</ShortRolloverTextID>
		<InitialHitpoints>140.0000</InitialHitpoints>
		<MaxHitpoints>140.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<!-- ECO -->
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='1' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='2' page='6' row='0'>NAStore</Train>
		<Train column='3' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>Fishery</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<!-- MIL -->
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='7' page='6' row='0'>Barracks</Train>
		<Train column='8' page='6' row='0'>Stable</Train>
		<Train column='9' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='10' page='6' row='0'>Arsenal</Train>
		<Train column='11' page='6' row='0'>TownHall</Train>
		<Train column='12' page='6' row='0'>Church</Train>
		<!-- OTHER -->
		<Train column='13' page='6' row='0'>Mill</Train>
		<Train column='13' page='6' row='0'>WOLPasture</Train>
		<Train column='14' page='6' row='0'>Plantation</Train>
		<Train column='15' page='6' row='0'>TradingPost</Train>
		<Train column='16' page='6' row='0'>WallConnector</Train>
		<Train column='17' page='6' row='0'>ypconsulate</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AppleTree'>0.670000</Rate>
			<Rate type='BananaBush'>0.670000</Rate>
			<Rate type='BerryBush'>0.670000</Rate>
			<Rate type='BerryBushSertao'>0.670000</Rate>
			<Rate type='Breadfruit'>0.670000</Rate>
			<Rate type='BushTomato'>0.670000</Rate>
			<Rate type='Coconut'>0.670000</Rate>
			<Rate type='CoconutPalm'>0.670000</Rate>
			<Rate type='CoffeePlant'>0.670000</Rate>
			<Rate type='DatePalm'>0.670000</Rate>
			<Rate type='GrapeBush'>0.670000</Rate>
			<Rate type='JabuticabaBush'>0.670000</Rate>
			<Rate type='KiwiFruit'>0.670000</Rate>
			<Rate type='MacadamiaTree'>0.670000</Rate>
			<Rate type='Mushrooms'>0.670000</Rate>
			<Rate type='OrangeTree'>0.670000</Rate>
			<Rate type='Peanuts'>0.670000</Rate>
			<Rate type='Pomegranate'>0.670000</Rate>
			<Rate type='SugarCaneBush'>0.670000</Rate>
			<Rate type='Watermelon'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='WOLPasture'>0.670000</Rate>
			<Rate resource='Food' type='ypRicePaddy'>0.500000</Rate>
			<Rate type='AbstractTradeMarket'>1.500000</Rate>
			<Rate resource='Gold' type='ypRicePaddy'>0.340000</Rate>
			<Rate type='ypGroveBuilding'>0.500000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<rate type="Church">2.500000</rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6202' name='WOLProcer'>
		<DBID>6202</DBID>
		<DisplayNameID>620015</DisplayNameID>
		<EditorNameID>620016</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Procer\procer.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Procer_Icon</Icon>
		<MinimapIcon>ui\minimap\hero</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Procer_Portrait</PortraitIcon>
		<SelectionPriority>5</SelectionPriority>
		<RolloverTextID>620017</RolloverTextID>
		<ShortRolloverTextID>620018</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<Bounty>45.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<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 column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='2' page='6' row='0'>Presidio</Train>
		<Train column='2' page='6' row='0'>Salitrera</Train>
		<Train column='3' page='6' row='0'>NatBlowgunAmbusher</Train>
		<Train column='2' page='6' row='0'>WarDog</Train>
		<Train column='4' page='6' row='0'>NatClubmanLoyal</Train>
		<Train column='0' page='0' row='0'>WOLDecoyLegionPeruana</Train>
		<Train column='1' page='0' row='0'>WOLDecoyBrenero</Train>
		<Train column='2' page='0' row='0'>WOLDecoyMorochuco</Train>
		<Train column='3' page='0' row='0'>WOLDecoyGrieveCannon</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>explorer.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='TradingPost'>3.000000</Rate>
			<Rate type='TownCenter'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Building'>1.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CrackshotAttack</Name>
			<Damage>5000.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='MercType2'>0.010000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Rate type='LogicalTypeHealed'>50.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>SharpshooterAttack</Name>
			<Damage>750.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>SwashbucklerAttack</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageCap>200.000000</DamageCap>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='MercType2'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Guardian'>3.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Backstab</Name>
			<Damage>100.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.250000</DamageBonus>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>10.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>6.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Guardian'>5.000000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6203' name ='WOLGuanera'>
		<DBID>6203</DBID>
		<DisplayNameID>620023</DisplayNameID>
		<EditorNameID>620024</EditorNameID>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>water</MovementType>
		<AnimFile>War of the Triple Alliance\DLC\Sommer\Peru\Buildings\Guanera\Guanera.xml</AnimFile>
		<ImpactType>Stone</ImpactType>
		<PlacementFile>PeruvianFarm.xml</PlacementFile>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Guanera_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Guanera_Portrait</PortraitIcon>
		<RolloverTextID>620025</RolloverTextID>
		<ShortRolloverTextID>620026</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<BuildPoints>25.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<CarryCapacity resourcetype='Gold'>1000.0000</CarryCapacity>
		<InitialResource resourcetype='Gold'>100.0000</InitialResource>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<GathererLimit>10</GathererLimit>
		<UnitType>LogicalTypeValidSabotage</UnitType>
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>BuildingClass</UnitType>
		<UnitType>AbstractHouse</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>Building</UnitType>
		<UnitType>Resource</UnitType>
		<UnitType>Gold</UnitType>
		<UnitType>Fish</UnitType>
		<Tech column='1' page='1' row='0'>WOLPeruvianGuanera01</Tech>
		<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>StartsAtFullEfficiency</Flag>
		<Flag>Immoveable</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>
		<Flag>ForceBuildingData</Flag>
		<Command page ='10' column ='2'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>peruvianGuanera.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherGold</Name>
			<Type>AutoGather</Type>
			<active>1</active>
			<Rate type='Gold'>0.250000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6204' name='WOLRabona'>
		<DBID>6204</DBID>
		<DisplayNameID>620027</DisplayNameID>
		<EditorNameID>620028</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Rabona\rabona.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Rabona_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Rabona_Portrait</PortraitIcon>
		<RolloverTextID>620029</RolloverTextID>
		<ShortRolloverTextID>620030</ShortRolloverTextID>
		<InitialHitpoints>460.0000</InitialHitpoints>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>10.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<MaxHitpoints>180.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Gold'>50.0000</Cost>
		<Cost resourcetype='Food'>50.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Melee' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</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>
		<Tech column='1' page='1' row='0'>PeruvianGuaneraTrickle</Tech>
		<Tech column='1' page='1' row='0'>PeruvianGuaneraTricklePrereq</Tech>
		<Train column='1' page='6' row='0'>Barracks</Train>
		<Train column='2' page='6' row='0'>Stable</Train>
		<Train column='3' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='4' page='6' row='0'>Arsenal</Train>
		<Train column='5' page='6' row='0'>TownHall</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='7' page='255' row='0'>WallStraight2</Train>
		<Train column='8' page='255' row='0'>WallStraight5</Train>
		<Train column='9' page='6' row='0'>WallConnector</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>Rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Active>1</Active>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Active>1</Active>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='TradingPost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractVillager'>0.300000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6205' name='WOLLegionPeruana'>
		<DBID>6205</DBID>
		<DisplayNameID>620031</DisplayNameID>
		<EditorNameID>620032</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Legion Peruana\legion_peruana.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Legion_Peruana_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Legion_Peruana_Portrait</PortraitIcon>
		<RolloverTextID>620033</RolloverTextID>
		<ShortRolloverTextID>620034</ShortRolloverTextID>
		<InitialHitpoints>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>18.0000</Bounty>
		<BuildBounty>18.0000</BuildBounty>
		<Cost resourcetype='Food'>120.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>legionPeruana.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>36.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='Building'>1.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6206' name='WOLBrenero'>
		<DBID>6206</DBID>
		<DisplayNameID>620038</DisplayNameID>
		<EditorNameID>620039</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.7500</MaxVelocity>
		<MaxRunVelocity>6.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Brenero\brenero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Brenero_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Brenero_Portrait</PortraitIcon>
		<RolloverTextID>620040</RolloverTextID>
		<ShortRolloverTextID>620041</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<AutoAttackRange>18.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>15.0000</TrainPoints>
		<Bounty>9.0000</Bounty>
		<BuildBounty>9.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>trenchsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TrenchRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.300000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6207' name='WOLMorochuco'>
		<DBID>6207</DBID>
		<DisplayNameID>620047</DisplayNameID>
		<EditorNameID>620048</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>8.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Morochuco\morochuco_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Morochuco_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Morochuco_Portrait</PortraitIcon>
		<RolloverTextID>620049</RolloverTextID>
		<ShortRolloverTextID>620050</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>morochuco.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>6.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<rate type="Huntable">1.200000</rate>
		</ProtoAction>
		<ProtoAction>
			<name stringid="69151">Hunting</name>
			<type>Hunting</type>
			<maxrange>14</maxrange>
			<rate type="Huntable">1.0</rate>
			<typedmaxrange type="Huntable">10</typedmaxrange>
		</ProtoAction>
	</Unit>
	<!-- Unit id='6208' name='WOLGrieveCannon'>
		<DBID>6208</DBID>
		<DisplayNameID>620054</DisplayNameID>
		<EditorNameID>620055</EditorNameID>
		<PopulationCount>6</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Grieve Cannon\grieve_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Grieve_Cannon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Grieve_Cannon_Portrait</PortraitIcon>
		<RolloverTextID>620056</RolloverTextID>
		<ShortRolloverTextID>620057</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>130.0000</TrainPoints>
		<Bounty>75.0000</Bounty>
		<BuildBounty>75.0000</BuildBounty>
		<Cost resourcetype='Wood'>250.0000</Cost>
		<Cost resourcetype='Gold'>500.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerillaPiece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>175.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>4.870000</ROF>
			<DamageBonus type='AbstractInfantry'>3.000000</DamageBonus>
			<DamageArea>4.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>3.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>0.750000</DamageBonus>
			<DamageBonus type='xpArrowKnight'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit -->
	<Unit id='6208' name='WOLGrieveCannon'>
		<DBID>6208</DBID>
		<DisplayNameID>620054</DisplayNameID>
		<EditorNameID>620055</EditorNameID>
		<PopulationCount>4</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Grieve Cannon\grieve_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Grieve_Cannon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Grieve_Cannon_Portrait</PortraitIcon>
		<RolloverTextID>620056</RolloverTextID>
		<ShortRolloverTextID>620057</ShortRolloverTextID>
		<InitialHitpoints>210.0000</InitialHitpoints>
		<MaxHitpoints>210.0000</MaxHitpoints>
		<LOS>36.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>45.0000</Bounty>
		<BuildBounty>45.0000</BuildBounty>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<Cost resourcetype='Gold'>350.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerillaPiece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>60.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>33.000000</MaxRange>
			<ROF>6.000000</ROF>
			<DamageBonus type='AbstractInfantry'>1.500000</DamageBonus>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Building'>2.000000</DamageBonus>
			<DamageBonus type='Ship'>6.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>3.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6209' name='WOLDecoyBrenero'>
		<DBID>6209</DBID>
		<DisplayNameID>620099</DisplayNameID>
		<EditorNameID>620100</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.7500</MaxVelocity>
		<MaxRunVelocity>6.7500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Brenero\brenero.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Brenero_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Decoy_Portrait</PortraitIcon>
		<RolloverTextID>620101</RolloverTextID>
		<ShortRolloverTextID>620102</ShortRolloverTextID>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<AutoAttackRange>18.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>10.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Gold'>10.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractGunpowderTrooper</UnitType>
		<UnitType>AbstractCavalryInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardMilitaryScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>trenchsoldier.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>9.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>TrenchRangedAttack</Name>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>20.000000</MaxRange>
			<ROF>2.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='6210' name='WOLDecoyLegionPeruana'>
		<DBID>6210</DBID>
		<DisplayNameID>620103</DisplayNameID>
		<EditorNameID>620104</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Legion Peruana\legion_peruana.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Legion_Peruana_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Decoy_Portrait</PortraitIcon>
		<RolloverTextID>620105</RolloverTextID>
		<ShortRolloverTextID>620106</ShortRolloverTextID>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>60.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>legionperuana.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='6211' name='WOLDecoyGrieveCannon'>
		<DBID>6211</DBID>
		<DisplayNameID>620091</DisplayNameID>
		<EditorNameID>620092</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>3.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Grieve Cannon\grieve_cannon.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Grieve_Cannon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Decoy_Portrait</PortraitIcon>
		<RolloverTextID>620093</RolloverTextID>
		<ShortRolloverTextID>620094</ShortRolloverTextID>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<LOS>38.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Wood'>125.0000</Cost>
		<Cost resourcetype='Gold'>200.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.7500' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>guerillaPiece.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>1.0000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>0.000000</MinRange>
			<MaxRange>30.000000</MaxRange>
			<ROF>4.870000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='6212' name='WOLDecoyMorochuco'>
		<DBID>6212</DBID>
		<DisplayNameID>620095</DisplayNameID>
		<EditorNameID>620096</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ObstructionRadiusX>0.7900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.7900</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>6.8000</MaxVelocity>
		<MaxRunVelocity>8.8000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Morochuco\morochuco_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Morochuco_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Decoy_Portrait</PortraitIcon>
		<RolloverTextID>620097</RolloverTextID>
		<ShortRolloverTextID>620098</ShortRolloverTextID>
		<InitialHitpoints>50.0000</InitialHitpoints>
		<MaxHitpoints>50.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<ProjectileProtoUnit>Bola</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>25.0000</TrainPoints>
		<BuildLimit>10</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>30.0000</Cost>
		<Cost resourcetype='Gold'>30.0000</Cost>
		<ScoreValue>22.0000</ScoreValue>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>morochuco.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<active>1</active>
			<Damage>1.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<active>1</active>
			<Damage>1.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>14.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<active>1</active>
			<Damage>1.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='6213' name='WOLPeruvianBoost'>
		<DBID>6213</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musketball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>25.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>peruvianboost.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6214' name='WOLMariscala'>
		<DBID>6214</DBID>
		<DisplayNameID>620107</DisplayNameID>
		<EditorNameID>620108</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Fenriz\Units\Mariscala\mariscala.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Mariscala_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Mariscala_Portrait</PortraitIcon>
		<RolloverTextID>620109</RolloverTextID>
		<ShortRolloverTextID>620110</ShortRolloverTextID>
		<InitialHitpoints>400.0000</InitialHitpoints>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>10.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<MaxHitpoints>400.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Gold'>100.0000</Cost>
		<Cost resourcetype='Food'>100.0000</Cost>
		<AllowedAge>0</AllowedAge>
		<Armor type='Melee' value='0.2000' />
		<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>ConvertsHerds</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Hero</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>CanAutoHeal</Flag>
		<Flag>Tracked</Flag>
		<Train column='1' page='6' row='0'>TradingPost</Train>
		<Train column='0' page='6' row='0'>TownCenter</Train>
		<Train column='0' page='0' row='0'>WOLDecoyLegionPeruana</Train>
		<Train column='1' page='0' row='0'>WOLDecoyBrenero</Train>
		<Train column='2' page='0' row='0'>WOLDecoyMorochuco</Train>
		<Train column='3' page='0' row='0'>WOLDecoyGrieveCannon</Train>
		<Train column='2' page='6' row='0'>Barracks</Train>
		<Train column='3' page='6' row='0'>Stable</Train>
		<Train column='4' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='5' page='6' row='0'>Arsenal</Train>
		<Train column='6' page='6' row='0'>TownHall</Train>
		<Train column='7' page='6' row='0'>Outpost</Train>
		<Train column='8' page='255' row='0'>WallStraight2</Train>
		<Train column='9' page='255' row='0'>WallStraight5</Train>
		<Train column='10' page='6' row='0'>WallConnector</Train>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>Discover</Name>
			<Active>1</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>Heal</Name>
			<Type>Heal</Type>
			<Active>1</Active>
			<Rate type='LogicalTypeHealed'>10.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Active>1</Active>
			<Rate type='TownCenter'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
			<Rate type='TradingPost'>2.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='6215' name='WOLWagonGuanera'>
		<DBID>6215</DBID>
		<DisplayNameID>620271</DisplayNameID>
		<EditorNameID>620272</EditorNameID>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>3.0000</MaxVelocity>
		<MaxRunVelocity>5.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\units\cow wagons\cowcartchurch.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\trade\factorywagonicon64x64</Icon>
		<PortraitIcon>units\trade\factorywagon_Portrait</PortraitIcon>
		<RolloverTextID>620273</RolloverTextID>
		<ShortRolloverTextID>620274</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>3</AllowedAge>
		<Armor type='Siege' value='0.2000' />
		<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>HasBountyValue</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AbstractWagon</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='0' page='6' row='0'>Guanera</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>coveredwagon.tactics</Tactics>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='WOLGuanera'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6216' name='WOLPeruvianProsperidadFalaz'>
		<DBID>6216</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musketball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>30.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>peruvianboost2.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6217' name='WOLPeruvianGuaneraReturnsXP'>
		<DBID>6217</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musketball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>60.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>DoNotShowOnMiniMap</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>pyfactories.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='XP'>3.000000</Rate>
		</ProtoAction>
	</Unit>
	<!-- Unit id='6217' name='WOLPeruvianGuaneraReturnsXP'>
		<DBID>6217</DBID>
		<DisplayNameID>26021</DisplayNameID>
		<EditorNameID>33048</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MaxRunVelocity>0.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musketball.xml</AnimFile>
		<Icon>ui\command\generatefood_Icon</Icon>
		<PortraitIcon>ui\command\generatefood_Portrait</PortraitIcon>
		<RolloverTextID>26020</RolloverTextID>
		<ShortRolloverTextID>26019</ShortRolloverTextID>
		<LOS>1.0000</LOS>
		<InitialResource resourcetype='Ships'>1.0000</InitialResource>
		<ResourceSubType>meat</ResourceSubType>
		<AllowedAge>0</AllowedAge>
		<Decay delay='0.0000' duration='0.0000' />
		<GathererLimit>1</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>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</Flag>
		<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 column='0' page='10'>Delete</Command>
	</Unit>
	<Unit id='6218' name='WOLPeruvianGuaneraReturnsXP2'>
		<DBID>6218</DBID>
		<DisplayNameID>620011</DisplayNameID>
		<EditorNameID>620012</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Sommer\Peru\Units\GuaneraReturnsXP\mestizo.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Sommer\Peru\Icons\Cholo_Icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Sommer\Peru\Portraits\Cholo_Portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>620013</RolloverTextID>
		<ShortRolloverTextID>620014</ShortRolloverTextID>
		<InitialHitpoints>1400.0000</InitialHitpoints>
		<MaxHitpoints>1400.0000</MaxHitpoints>
		<Lifespan>5.0000</Lifespan>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>35.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000' />
		<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>
		<Flag>NoHPBar</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>Invulnerable</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>88.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='LlamaPatriota'>4.000000</Rate>
			<Rate type='Tree'>0.450000</Rate>
			<Rate type='SiembradePapas'>0.670000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='AbstractMine'>0.870000</Rate>
			<Rate type='Plantation'>0.700000</Rate>
			<Rate type='WOLGuanera'>1.000000</Rate>
			<Rate type='ypGroveBuilding'>0.450000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Active>1</Active>
			<rate type="Church">2.500000</rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>AutoGatherFood</Name>
			<Type>AutoGather</Type>
			<Rate type='Food'>0.250000</Rate>
		</ProtoAction>
	</Unit -->
	<Unit id='6219' name='WOLPeruvianHuaripampeada'>
		<DBID>6219</DBID>
		<DisplayNameID>72735</DisplayNameID>
		<EditorNameID>72736</EditorNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>effects\projectiles\musketball.xml</AnimFile>
		<InitialHitpoints>100.0000</InitialHitpoints>
		<MaxHitpoints>100.0000</MaxHitpoints>
		<Lifespan>20.0000</Lifespan>
		<LOS>1.0000</LOS>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<Flag>NoHPBar</Flag>
		<Flag>Immoveable</Flag>
		<Flag>NoBloodOnDeath</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>NotSelectable</Flag>
		<Flag>DoNotCreateUnitGroupAutomatically</Flag>
		<Flag>RMCanRotate</Flag>
		<Flag>NonCollideable</Flag>
		<Flag>StartsAtFullEfficiency</Flag>
		<Flag>Doppled</Flag>
		<Flag>Tracked</Flag>
		<Flag>Invulnerable</Flag>
		<Command column='1' page='10'>Delete</Command>
		<Command column='0' page='11' row='0'>Abilities</Command>
		<Tactics>peruvianboost3.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGather</Name>
			<Rate type='Food'>10.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6220' name='WOLPeruvianGuaneraWagon'>
		<DBID>6220</DBID>
		<DisplayNameID>630302</DisplayNameID>
		<EditorNameID>630304</EditorNameID>
		<PopulationCount>0</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>6.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>630303</RolloverTextID>
		<ShortRolloverTextID>25636</ShortRolloverTextID>
		<InitialHitpoints>250.0000</InitialHitpoints>
		<MaxHitpoints>250.0000</MaxHitpoints>
		<LOS>18.0000</LOS>
		<UnitAIType>Civilian</UnitAIType>
		<BuildLimit>1</BuildLimit>
		<Bounty>50.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<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>AbstractWagon</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ship</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<Train column='1' page='0' row='0'>WOLGuanera</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>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='0' page='10'>Stop</Command>
		<Command column='1' page='10'>Delete</Command>
		<Tactics>peruvianGuaneraWagon.tactics</Tactics>
		<ProtoAction>
			<Name>Gather</Name>
			<Active>0</Active>
		</ProtoAction>
		<ProtoAction>
			<Name>Discover</Name>
			<Active>0</Active>
		</ProtoAction>
	</Unit>
	<Unit id='6221' name='WOLPeruvianMonitorHuascar'>
		<DBID>6221</DBID>
		<DisplayNameID>630404</DisplayNameID>
		<EditorNameID>630406</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.0000</MaxVelocity>
		<MaxRunVelocity>9.3500</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>1.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Explorer\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>630405</RolloverTextID>
		<ShortRolloverTextID>30921</ShortRolloverTextID>
		<InitialHitpoints>2400.0000</InitialHitpoints>
		<MaxHitpoints>2400.0000</MaxHitpoints>
		<LOS>48.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype='Wood'>1600.0000</Cost>
		<Cost resourcetype='Gold'>400.0000</Cost>
		<MaxContained>75</MaxContained>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<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>HasGatherPoint</Flag>
		<Flag>AllowAutoGarrison</Flag>
		<Flag>ObscuresUnits</Flag>
		<Flag>ForceBuildingData</Flag>
		<Flag>NonAutoFormedUnit</Flag>
		<Flag>Tracked</Flag>
		<Contain>LogicalTypeGarrisonInShips</Contain>
		<Command column='0' page='10'>SetGatherPointMilitary</Command>
		<Command column='1' page='10'>Eject</Command>
		<Command column='2' page='10'>Stop</Command>
		<Command column='3' page='10'>Delete</Command>
		<Command column='0' page='11'>Abilities</Command>
		<Tactics>bombardShip.tactics</Tactics>
		<ProtoAction>
			<Name>LongRangeAttack</Name>
			<Damage>300.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>100.000000</MaxRange>
			<ROF>20.000000</ROF>
			<DamageCap>400.000000</DamageCap>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageArea>15.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.150000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MortarAttack</Name>
			<Damage>120.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>46.000000</MaxRange>
			<ROF>5.000000</ROF>
			<DamageCap>160.000000</DamageCap>
			<DamageBonus type='Building'>15.000000</DamageBonus>
			<DamageArea>6.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Dock'>0.150000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.200000</DamageBonus>
			<DamageBonus type='YPDockAsian'>0.100000</DamageBonus>
		</ProtoAction>
	</Unit>
	<!-- Start 1.0.9+ Maltese Units -->
	<Unit id='2228' name='WOLTrebuchet'>
		<DBID>438</DBID>
		<DisplayNameID>400377</DisplayNameID>
		<EditorNameID>400378</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>5.0000</TurnRate>
		<AnimFile>units\KnB\Trebuchet\Trebuchet_wol.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>units\KnB\Trebuchet\trebuchet_icon</Icon>
		<PortraitIcon>units\KnB\Trebuchet\trebuchet_portrait</PortraitIcon>
		<RolloverTextID>400379</RolloverTextID>
		<ShortRolloverTextID>400380</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>44.0000</LOS>
		<ProjectileProtoUnit>TrebuchetProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>50.0000</TrainPoints>
		<Bounty>60.0000</Bounty>
		<BuildBounty>60.0000</BuildBounty>
		<Cost resourcetype='Wood'>450.0000</Cost>
		<Cost resourcetype='Gold'>150.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.4000' />
		<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 column='1' page='9'>Tactic3</Command>
		<Command column='0' page='9'>Tactic4</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>WOLTrebuchet.tactics</Tactics>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>150.000000</Damage>
			<DamageType>Siege</DamageType>
			<MinRange>4.000000</MinRange>
			<MaxRange>40.000000</MaxRange>
			<ROF>10.000000</ROF>
			<DamageCap>1000.000000</DamageCap>
			<DamageBonus type='Building'>5.000000</DamageBonus>
			<DamageBonus type='AbstractCavalry'>0.800000</DamageBonus>
			<DamageBonus type='Infantry'>1.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='2229' name='DLCDemolisher'>
		<DBID>439</DBID>
		<DisplayNameID>82336</DisplayNameID>
		<EditorNameID>82337</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<!-- AnimFile>units\artillery\petard\petard.xml</AnimFile -->
		<AnimFile>War of the Triple Alliance\DLC\Malta\demolisher\demolisher.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>ui\Units\petard_icon</Icon>
		<PortraitIcon>ui\Units\petard_portrait</PortraitIcon>
		<RolloverTextID>82338</RolloverTextID>
		<ShortRolloverTextID>82339</ShortRolloverTextID>
		<InitialHitpoints>225.0000</InitialHitpoints>
		<MaxHitpoints>225.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>50.0000</Cost>
		<Cost resourcetype='Wood'>100.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Hand' value='0.4000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>petard.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>1600.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>800.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>6.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2230' name='WOLRam'>
		<DBID>441</DBID>
		<DisplayNameID>630550</DisplayNameID>
		<EditorNameID>630560</EditorNameID>
		<PopulationCount>2</PopulationCount>
		<ObstructionRadiusX>2.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>2.0000</ObstructionRadiusZ>
		<FormationCategory>Mobile</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>units\KnB\Ram\ram_base.xml</AnimFile>
		<ImpactType>Wood</ImpactType>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\Ram</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\RamBig</PortraitIcon>
		<RolloverTextID>630558</RolloverTextID>
		<ShortRolloverTextID>630559</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>15.0000</LOS>
		<MaxContained>20</MaxContained>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>45.0000</TrainPoints>
		<Bounty>20.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Wood'>120.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Ranged' value='0.5000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>
		<Flag>GarrisionSpeedBonus</Flag>
		<Contain>AbstractInfantry</Contain>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>WOLram.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>75.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>38.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='2231' name='DLCcranequinier'>
		<DBID>443</DBID>
		<DisplayNameID>630561</DisplayNameID>
		<EditorNameID>630569</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>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\cranequinier\cranequinier_horse.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>cav</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\cranequinier</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\cranequinierBIG</PortraitIcon>
		<RolloverTextID>630567</RolloverTextID>
		<ShortRolloverTextID>630568</ShortRolloverTextID>
		<InitialHitpoints>220.0000</InitialHitpoints>
		<MaxHitpoints>220.0000</MaxHitpoints>
		<LOS>17.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>36.0000</TrainPoints>
		<Bounty>14.0000</Bounty>
		<BuildBounty>14.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<Cost resourcetype='Gold'>40.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>bowCavalry.tactics</Tactics>
		<ProtoAction>
			<Name>BowAttack</Name>
			<Damage>32.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>18.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>2.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChargeAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>1.500000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2232' name='WOLTempSpeedAura'>
		<DBID>444</DBID>
		<DisplayNameID>70942</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<ImpactType>Wood</ImpactType>
		<RolloverTextID>70943</RolloverTextID>
		<ShortRolloverTextID>70944</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<Lifespan>30.0000</Lifespan>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</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>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Tactics>WOLSpeedAura.tactics</Tactics>
	</Unit>
	<Unit id='2233' name='WOLSpawnHospitaller'>
		<DBID>445</DBID>
		<DisplayNameID>70942</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<ImpactType>Wood</ImpactType>
		<RolloverTextID>70943</RolloverTextID>
		<ShortRolloverTextID>70944</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<BuildingWorkRate>0.2500</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</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>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Tactics>WOLSpawnHospitaller.tactics</Tactics>
	</Unit>
	<Unit id='2234' name='DLCFalcon'>
		<DBID>446</DBID>
		<DisplayNameID>630642</DisplayNameID>
		<EditorNameID>630642</EditorNameID>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.5000</MaxVelocity>
		<MaxRunVelocity>7.5000</MaxRunVelocity>
		<MovementType>air</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\DLC\Malta\falcon\falcon.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\falcon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\falconBIG</PortraitIcon>
		<RolloverTextID>630643</RolloverTextID>
		<ShortRolloverTextID>601185</ShortRolloverTextID>
		<InitialHitpoints>20.0000</InitialHitpoints>
		<MaxHitpoints>20.0000</MaxHitpoints>
		<LOS>20.0000</LOS>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>60.0000</TrainPoints>
		<Bounty>2.0000</Bounty>
		<AllowedAge>0</AllowedAge>
		<Armor type='Ranged' value='0.1000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>LogicalTypeScout</UnitType>
		<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
		<UnitType>LogicalTypeGarrisonInShips</UnitType>
		<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>CannotConvertHill</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>AbstractPet</UnitType>
		<Flag>Aircraft</Flag>
		<Flag>NoTieToGround</Flag>
		<Flag>NonSolid</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>Tracked</Flag>
		<Flag>FlyingUnit</Flag>
		<Command column='1' page='10'>Stop</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='0' page='9'>ToggleStealth</Command>
		<Tactics>DLCFalcon.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Rate type='Gold'>0.500000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='2235' name='TrebuchetProjectile'>
		<DBID>447</DBID>
		<DisplayNameID>42965</DisplayNameID>
		<ObstructionRadiusX>0.1000</ObstructionRadiusX>
		<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
		<MaxVelocity>60.0000</MaxVelocity>
		<MovementType>air</MovementType>
		<DeadReplacement>TrebuchetSpawnIncendio</DeadReplacement>
		<AnimFile>effects\projectiles\trebuchet_projectile.xml</AnimFile>
		<Lifespan>6.0000</Lifespan>
		<LOS>0.0000</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='2236' name='TrebuchetSpawnIncendio'>
		<DBID>448</DBID>
		<DisplayNameID>70942</DisplayNameID>
		<ObstructionRadiusX>1.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>1.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<ImpactType>Wood</ImpactType>
		<RolloverTextID>70943</RolloverTextID>
		<ShortRolloverTextID>70944</ShortRolloverTextID>
		<InitialHitpoints>1000.0000</InitialHitpoints>
		<MaxHitpoints>1000.0000</MaxHitpoints>
		<LOS>32.0000</LOS>
		<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>50.0000</BuildPoints>
		<BuildLimit>7</BuildLimit>
		<Bounty>70.0000</Bounty>
		<BuildBounty>35.0000</BuildBounty>
		<BuildingWorkRate>0.2500</BuildingWorkRate>
		<MaxContained>20</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type='Siege' value='0.0000' />
		<UnitType>LogicalTypeVillagersAttack</UnitType>
		<UnitType>LogicalTypeHandUnitsAttack</UnitType>
		<UnitType>LogicalTypeShipsAndBuildings</UnitType>
		<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
		<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
		<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
		<UnitType>MilitaryBuilding</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>CountsTowardMilitaryScore</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>FlattenGround</Flag>
		<Flag>Tracked</Flag>
		<Flag>NoHPBar</Flag>
		<Flag>Invulnerable</Flag>
		<Flag>VisibleUnderFog</Flag>
		<Tactics>TrebuchetSpawnIncendio.tactics</Tactics>
	</Unit>
	<Unit id='2237' name='DLCCacciatoreMaltese'>
		<DBID>449</DBID>
		<DisplayNameID>630690</DisplayNameID>
		<EditorNameID>630691</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.5000</MaxVelocity>
		<MaxRunVelocity>6.5000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>\War of the Triple Alliance\DLC\Fenriz\Units\Cacciatore\cacciatore.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\Malta\icons\Cacciatore</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\Malta\icons\CacciatoreBIG</PortraitIcon>
		<RolloverTextID>630689</RolloverTextID>
		<ShortRolloverTextID>25614</ShortRolloverTextID>
		<InitialHitpoints>111.0000</InitialHitpoints>
		<MaxHitpoints>111.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>35.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.6000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>rifleman.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>16.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>7.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>34.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>20.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
			<DamageBonus type='AbstractLightCavalry'>1.500000</DamageBonus>
			<DamageBonus type='xpEagleKnight'>1.500000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id='2238' name='WOLMafioso'>
		<DBID>450</DBID>
		<DisplayNameID>630699</DisplayNameID>
		<EditorNameID>630702</EditorNameID>
		<PopulationCount>3</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>6.2500</MaxVelocity>
		<MaxRunVelocity>8.2500</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Delta\Italians\mafioso\mafioso.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Italian\mafioso</Icon>
		<MinimapIcon>War of the Triple Alliance\Units\Spy\minimap</MinimapIcon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Italian\mafiosoBIG</PortraitIcon>
		<RolloverTextID>630700</RolloverTextID>
		<ShortRolloverTextID>630701</ShortRolloverTextID>
		<InitialHitpoints>75.0000</InitialHitpoints>
		<MaxHitpoints>75.0000</MaxHitpoints>
		<LOS>22.0000</LOS>
		<AutoAttackRange>20.0000</AutoAttackRange>
		<UnitAIType>Passive</UnitAIType>
		<TrainPoints>20.0000</TrainPoints>
		<Bounty>25.0000</Bounty>
		<BuildBounty>25.0000</BuildBounty>
		<Cost resourcetype='Gold'>250.0000</Cost>
		<AllowedAge>3</AllowedAge>
		<Armor type='Ranged' value='0.2000' />
		<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>AbstractCanSeeStealth</UnitType>
		<UnitType>AbstractHandInfantry</UnitType>
		<UnitType>AbstractInfantry</UnitType>
		<UnitType>AbstractRangedInfantry</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>MercType2</UnitType>
		<UnitType>Military</UnitType>
		<UnitType>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<Train column='0' page='6' row='0'>SpyMine</Train>
		<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 column='0' page='9'>ToggleStealth</Command>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Command page='11'>Abilities</Command>
		<Tactics>mafioso.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherCoin</Name>
			<Type>AutoGather</Type>
			<Rate type='Gold'>0.250000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>5.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverBuildingAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CoverHandAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='spymine'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>Counterintelligence</Name>
			<Damage>6000.000000</Damage>
			<DamageType>Hand</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<Projectile>Knife</Projectile>
		</ProtoAction>
		<ProtoAction>
			<Name>Sabotage</Name>
			<Damage>1200.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>1.000000</MaxRange>
			<ROF>6.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MartialArts</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='Hero'>20.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>4.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>ShotgunAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TommyGunAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>TommyGunAttackStealth</Name>
			<Damage>10.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>16.000000</MaxRange>
			<ROF>4.000000</ROF>
			<DamageCap>20.000000</DamageCap>
			<DamageArea>2.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type='Mercenary'>10.000000</DamageBonus>
			<DamageBonus type='MercType2'>5.000000</DamageBonus>
			<DamageBonus type='Hero'>3.000000</DamageBonus>
			<DamageBonus type='AbstractNativeWarrior'>3.000000</DamageBonus>
			<DamageBonus type='MercType2'>1.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.600000</DamageBonus>
		</ProtoAction>
	</Unit>
	<!-- SPANISH UNITS -->
	<Unit id='2239' name='WOLRegular'>
		<DBID>2239</DBID>
		<DisplayNameID>91054</DisplayNameID>
		<EditorNameID>91055</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Regular\regular.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Regular\regular_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Regular\regular_portrait</PortraitIcon>
		<RolloverTextID>91056</RolloverTextID>
		<ShortRolloverTextID>91057</ShortRolloverTextID>
		<InitialHitpoints>200.0000</InitialHitpoints>
		<MaxHitpoints>200.0000</MaxHitpoints>
		<LOS>16.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>33.0000</TrainPoints>
		<Bounty>12.0000</Bounty>
		<BuildBounty>12.0000</BuildBounty>
		<Cost resourcetype='Food'>95.0000</Cost>
		<Cost resourcetype='Gold'>25.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.2500000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>22.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<!-- KOREAN WONDERS (just to have the buildings present in-game for now) -->
	<Unit id ='6222' name ='WOLPuyongHall'>
		<DBID>6222</DBID>
		<DisplayNameID>800078</DisplayNameID>
		<EditorNameID>800078</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>8.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>8.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\Wonder\Puyong_hall.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>22838</RolloverTextID>
		<ShortRolloverTextID>25701</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<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>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id ='6223' name ='WOLPyongyanggate'>
		<DBID>6223</DBID>
		<DisplayNameID>800078</DisplayNameID>
		<EditorNameID>800078</EditorNameID>
		<PopulationCapAddition>10</PopulationCapAddition>
		<ObstructionRadiusX>5.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\Wonder\Pyongyang_gate.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>22838</RolloverTextID>
		<ShortRolloverTextID>25701</ShortRolloverTextID>
		<InitialHitpoints>1200.0000</InitialHitpoints>
		<MaxHitpoints>1200.0000</MaxHitpoints>
		<LOS>12.0000</LOS>
		<BuildPoints>10.0000</BuildPoints>
		<BuildLimit>20</BuildLimit>
		<Bounty>40.0000</Bounty>
		<BuildBounty>20.0000</BuildBounty>
		<Cost resourcetype ='Wood'>100.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></Armor>
		<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>Economic</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ColonyBuilding</UnitType>
		<UnitType>AbstractHouse</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>ColonyBuilding</Flag>
		<Flag>ColonyPlacementL</Flag>
		<Flag>Tracked</Flag>
		<Command page ='10' column ='0'>Delete</Command>
	</Unit>
	<Unit id='6224' name ='WOLHwaseongFortress'>
		<DBID>6224</DBID>
		<DisplayNameID>800078</DisplayNameID>
		<EditorNameID>800078</EditorNameID>
		<ObstructionRadiusX>10.0000</ObstructionRadiusX>
		<ObstructionRadiusZ>9.0000</ObstructionRadiusZ>
		<MaxVelocity>0.0000</MaxVelocity>
		<MovementType>land</MovementType>
		<AnimFile>buildings\Wonder\Hwaseong_Fortress.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>5000.0000</InitialHitpoints>
		<MaxHitpoints>5000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<BuildPoints>120.0000</BuildPoints>
		<BuildLimit>1</BuildLimit>
		<Bounty>320.0000</Bounty>
		<Cost resourcetype ='Food'>800.0000</Cost>
		<BuildingWorkRate>1.0000</BuildingWorkRate>
		<MaxContained>50</MaxContained>
		<AllowedAge>0</AllowedAge>
		<Armor type ='Siege' value ='0.0000'></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>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>
		<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>NatMedicineMan</Contain>
		<Contain>Missionary</Contain>
		<Contain>Priest</Contain>
		<Contain>WOLPriestAustralian</Contain>
		<Contain>Surgeon</Contain>
		<Contain>xpMedicineMan</Contain>
		<Contain>xpMedicineManAztec</Contain>
		<Contain>ypDaimyoRegicide</Contain>
		<Contain>AboriginalElder</Contain>
		<Contain>Tohunga</Contain>
		<Contain>Paje</Contain>
		<Contain>NAnurse</Contain>
		<Contain>Architect</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>100.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>40.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>CannonAttack</Name>
			<Damage>25.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>26.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageCap>50.000000</DamageCap>
			<DamageBonus type ='AbstractSiegeTrooper'>0.500000</DamageBonus>
			<DamageArea>3.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
			<DamageBonus type ='AbstractArtillery'>0.750000</DamageBonus>
		</ProtoAction>
	</Unit>
	<Unit id ='6225' name ='WOLTurtleShip'>
		<DBID>6225</DBID>
		<DisplayNameID>82585</DisplayNameID>
		<EditorNameID>82586</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</TurnRate>
		<AnimFile>units\asians\naval\TurtleShip\turtleship.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>82587</RolloverTextID>
		<ShortRolloverTextID>82588</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype ='Wood'>500.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</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>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id ='6226' name ='WOLPanokseon'>
		<DBID>6226</DBID>
		<DisplayNameID>82594</DisplayNameID>
		<EditorNameID>82595</EditorNameID>
		<ObstructionRadiusX>2.9900</ObstructionRadiusX>
		<ObstructionRadiusZ>2.9900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>7.5000</MaxVelocity>
		<MaxRunVelocity>9.5000</MaxRunVelocity>
		<MovementType>water</MovementType>
		<TurnRate>4.0000</TurnRate>
		<AnimFile>units\asians\naval\Panokseon\Panokseon.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>82596</RolloverTextID>
		<ShortRolloverTextID>82597</ShortRolloverTextID>
		<InitialHitpoints>2000.0000</InitialHitpoints>
		<MaxHitpoints>2000.0000</MaxHitpoints>
		<LOS>34.0000</LOS>
		<ProjectileProtoUnit>ypFlamingArrowAmmo</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>40.0000</TrainPoints>
		<BuildLimit>3</BuildLimit>
		<Bounty>100.0000</Bounty>
		<BuildBounty>100.0000</BuildBounty>
		<Cost resourcetype ='Wood'>500.0000</Cost>
		<Cost resourcetype ='Gold'>500.0000</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>panokseon.tactics</Tactics>
		<ProtoAction>
			<Name>BroadsideAttack</Name>
			<Damage>35.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>0.050000</ROF>
			<DamageCap>80.000000</DamageCap>
			<DamageBonus type ='Ship'>2.000000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
		<ProtoAction>
			<Name>RangedAttack</Name>
			<Damage>90.000000</Damage>
			<DamageType>Siege</DamageType>
			<MaxRange>28.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageCap>180.000000</DamageCap>
			<DamageBonus type ='AbstractArtillery'>0.500000</DamageBonus>
			<DamageArea>1.000000</DamageArea>
			<DamageFlags>GAIAEnemy</DamageFlags>
		</ProtoAction>
	</Unit>
	<Unit id='6227' name='WOLSevite'>
		<DBID>6227</DBID>
		<DisplayNameID>91135</DisplayNameID>
		<EditorNameID>91136</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Protected</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Sevite\sevite.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Units\Sevite\sevite_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\Units\Sevite\sevite_portrait</PortraitIcon>
		<SelectionPriority>10</SelectionPriority>
		<RolloverTextID>91137</RolloverTextID>
		<ShortRolloverTextID>91138</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>14.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>Civilian</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<BuildLimit>99</BuildLimit>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>100.0000</Cost>
		<CarryCapacity resourcetype='Food'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Wood'>1.0000</CarryCapacity>
		<CarryCapacity resourcetype='Gold'>1.0000</CarryCapacity>
		<AllowedAge>0</AllowedAge>
		<Armor type='Hand' value='0.2000'/>
		<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>Unit</UnitType>
		<UnitType>UnitClass</UnitType>
		<UnitType>Economic</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>ValidIdleVillager</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>CountsTowardEconomicScore</UnitType>
		<UnitType>ConvertsHerds</UnitType>
		<UnitType>AffectedByTownBell</UnitType>
		<UnitType>Hero</UnitType>
		<Train column='0' page='6' row='0'>Housebrazil</Train>
		<Train column='0' page='6' row='0'>Housebrazil2</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Townhall</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='5' page='6' row='0'>Fishery</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='11' page='6' row='0'>Barracks2</Train>
		<Train column='12' page='6' row='0'>Stable2</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot2</Train>
		<Train column='19' page='6' row='0'>ypconsulate</Train>
		<Train column='11' page='6' row='0'>ypWarAcademy</Train>
		<Train column='0' page='6' row='0'>ypVillage</Train>
		<Train column='2' page='6' row='0'>ypTradeMarketAsian</Train>
		<Train column='12' page='6' row='0'>ypStableJapanese</Train>
		<Train column='0' page='6' row='0'>ypShrineJapanese</Train>
		<Train column='4' page='6' row='0'>ypSacredField</Train>
		<Train column='3' page='6' row='0'>ypRicePaddy</Train>
		<Train column='10' page='6' row='0'>ypMonastery</Train>
		<Train column='0' page='6' row='0'>ypHouseIndian</Train>
		<Train column='5' page='6' row='0'>YPDockAsian</Train>
		<Train column='14' page='6' row='0'>ypConsulate</Train>
		<Train column='6' page='6' row='0'>ypCastle</Train>
		<Train column='12' page='6' row='0'>ypCaravanserai</Train>
		<Train column='11' page='6' row='0'>ypBarracksJapanese</Train>
		<Train column='11' page='6' row='0'>YPBarracksIndian</Train>
		<Train column='0' page='6' row='0'>Manor</Train>
		<Train column='17' page='6' row='0'>Capitol</Train>
		<Train column='17' page='6' row='0'>Congress</Train>
		<Train column='0' page='6' row='0'>HouseEast</Train>
		<Train column='0' page='6' row='0'>HouseMed</Train>
		<Train column='0' page='6' row='0'>House</Train>
		<Train column='11' page='6' row='0'>Safehouse</Train>
		<Train column='0' page='6' row='0'>HouseBrazil</Train>
		<Train column='0' page='6' row='0'>logcabin</Train>
		<Train column='16' page='6' row='0'>Saloon</Train>
		<Train column='18' page='6' row='0'>NativeEmbassy</Train>
		<Train column='0' page='6' row='0'>FirePit</Train>
		<Train column='1' page='6' row='0'>Teepee</Train>
		<Train column='1' page='6' row='0'>Longhouse</Train>
		<Train column='1' page='6' row='0'>HouseAztec</Train>
		<Train column='1' page='255' row='0'>WallStraight2</Train>
		<Train column='1' page='255' row='0'>WallStraight5</Train>
		<Train column='2' page='6' row='0'>Market</Train>
		<Train column='3' page='6' row='0'>Farm</Train>
		<Train column='3' page='6' row='0'>Mill</Train>
		<Train column='4' page='6' row='0'>LivestockPen</Train>
		<Train column='4' page='6' row='0'>NABarn</Train>
		<Train column='5' page='6' row='0'>Dock</Train>
		<Train column='6' page='6' row='0'>Lookout</Train>
		<Train column='6' page='6' row='0'>Outpost</Train>
		<Train column='6' page='6' row='0'>Bunker</Train>
		<Train column='6' page='6' row='0'>Blockhouse</Train>
		<Train column='7' page='6' row='0'>TradingPost</Train>
		<Train column='8' page='6' row='0'>WallConnector</Train>
		<Train column='9' page='6' row='0'>Bank</Train>
		<Train column='10' page='6' row='0'>Church</Train>
		<Train column='11' page='6' row='0'>WarHut</Train>
		<Train column='11' page='6' row='0'>Barracks</Train>
		<Train column='12' page='6' row='0'>Stable</Train>
		<Train column='12' page='6' row='0'>Corral</Train>
		<Train column='12' page='6' row='0'>NoblesHut</Train>
		<Train column='13' page='6' row='0'>ArtilleryDepot</Train>
		<Train column='14' page='6' row='0'>Arsenal</Train>
		<Train column='15' page='6' row='0'>Plantation</Train>
		<Flag>CollidesWithProjectiles</Flag>
		<Flag>ApplyHandicapTraining</Flag>
		<Flag>CorpseDecays</Flag>
		<Flag>ShowGarrisonButton</Flag>
		<Flag>DontRotateObstruction</Flag>
		<Flag>ObscuredByUnits</Flag>
		<Flag>KnockoutDeath</Flag>
		<Flag>VisibleUnderFogIfGaia</Flag>
		<Flag>Tracked</Flag>
		<Flag>NotDeleteable</Flag>
		<Flag>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Tactics>settler.tactics</Tactics>
		<ProtoAction>
			<Name>AutoGatherTrade</Name>
			<Type>AutoGather</Type>
			<Rate type='Trade'>0.030000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BlunderbussAttack</Name>
			<Damage>3.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
			<DamageBonus type='Huntable'>4.000000</DamageBonus>
			<DamageBonus type='AbstractPet'>2.000000</DamageBonus>
			<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
			<DamageBonus type='AbstractVillager'>0.500000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>WaterAttack</Name>
			<Damage>500.002000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>Pray</Name>
			<Rate type='Church'>0.500000</Rate>
			<Rate type='ypmonastery'>0.500000</Rate>
			<Rate type='EGYChurchcaravan'>0.500000</Rate>
			<Rate type='SANmonument'>0.500000</Rate>
			<Rate type='SANmonument2'>0.500000</Rate>
			<Rate type='SANmonument3'>0.500000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Build</Name>
			<Rate type='Building'>1.000000</Rate>
			<Rate type='Manor'>1.000000</Rate>
			<Rate type='House'>1.000000</Rate>
			<Rate type='Church'>1.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>5.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>ChopAttack</Name>
			<Damage>8.000000</Damage>
			<DamageType>Hand</DamageType>
		</ProtoAction>
		<ProtoAction>
			<Name>CrateGather</Name>
			<Rate type='AbstractResourceCrate'>8.000000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>Gather</Name>
			<Rate type='Tree'>0.500000</Rate>
			<Rate type='AbstractMine'>0.600000</Rate>
			<Rate type='Plantation'>0.500000</Rate>
			<Rate type='WOLPlantationIroquois'>0.500000</Rate>
			<Rate type='Fazenda'>0.500000</Rate>
			<Rate type='Herdable'>2.000000</Rate>
			<Rate type='Huntable'>0.840000</Rate>
			<Rate type='AbstractFruit'>0.670000</Rate>
			<Rate type='Farm'>0.500000</Rate>
			<Rate type='WOLFarmIroquois'>0.500000</Rate>
			<Rate type='Mill'>0.670000</Rate>
			<Rate type='TestUnit'>50.000000</Rate>
			<Rate type='africanlot'>0.670000</Rate>
			<Rate type='OlivePlantation'>0.500000</Rate>
			<Rate type='Beehive'>0.550000</Rate>
		</ProtoAction>
		<ProtoAction>
			<Name>HandAttack</Name>
			<Damage>12.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.200000</ROF>
			<HitPercent>10.000000</HitPercent>
			<DamageMultiplier>2.000000</DamageMultiplier>
			<HitPercentType>CriticalAttack</HitPercentType>
		</ProtoAction>
		<ProtoAction>
			<Name>Hunting</Name>
			<Rate type='Herdable'>1.000000</Rate>
			<Rate type='Huntable'>1.000000</Rate>
			<Rate type='Tree'>1.000000</Rate>
		</ProtoAction>
	</Unit>
	<Unit id='6228' name='WOLPicket'>
		<DBID>6228</DBID>
		<DisplayNameID>91139</DisplayNameID>
		<EditorNameID>91140</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Ranged</FormationCategory>
		<MaxVelocity>4.0000</MaxVelocity>
		<MaxRunVelocity>6.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Picket\Picket.xml</AnimFile>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\Icons\Delta\Stiven\Haitian Picket_SMALL</Icon>
		<PortraitIcon>War of the Triple Alliance\Icons\Delta\Stiven\Haitian Picket_BIG</PortraitIcon>
		<RolloverTextID>91141</RolloverTextID>
		<ShortRolloverTextID>91142</ShortRolloverTextID>
		<InitialHitpoints>150.0000</InitialHitpoints>
		<MaxHitpoints>150.0000</MaxHitpoints>
		<LOS>28.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>10.0000</Bounty>
		<BuildBounty>10.0000</BuildBounty>
		<Cost resourcetype='Food'>80.0000</Cost>
		<Cost resourcetype='Gold'>20.0000</Cost>
		<AllowedAge>1</AllowedAge>
		<Armor type='Hand' value='0.2000'/>
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractCanSeeStealth</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 column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>musketBayonet.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>20.000000</Damage>
			<DamageType>Siege</DamageType>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>13.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>23.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MaxRange>12.000000</MaxRange>
			<ROF>3.000000</ROF>
		</ProtoAction>
	</Unit>
	<Unit id='6229' name='WOLCaco'>
		<DBID>6229</DBID>
		<DisplayNameID>91152</DisplayNameID>
		<EditorNameID>91153</EditorNameID>
		<PopulationCount>1</PopulationCount>
		<ObstructionRadiusX>0.4900</ObstructionRadiusX>
		<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
		<FormationCategory>Body</FormationCategory>
		<MaxVelocity>5.0000</MaxVelocity>
		<MaxRunVelocity>7.0000</MaxRunVelocity>
		<MovementType>land</MovementType>
		<TurnRate>18.0000</TurnRate>
		<AnimFile>War of the Triple Alliance\Units\Caco\caco.xml</AnimFile>
		<DeadReplacement>WOLPeruvianBoost</DeadReplacement>
		<ImpactType>Flesh</ImpactType>
		<PhysicsInfo>dude</PhysicsInfo>
		<Icon>War of the Triple Alliance\DLC\FM21\Icons\caco_icon</Icon>
		<PortraitIcon>War of the Triple Alliance\DLC\FM21\Icons\caco_portrait</PortraitIcon>
		<RolloverTextID>91154</RolloverTextID>
		<ShortRolloverTextID>91155</ShortRolloverTextID>
		<InitialHitpoints>160.0000</InitialHitpoints>
		<MaxHitpoints>160.0000</MaxHitpoints>
		<LOS>24.0000</LOS>
		<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
		<AutoAttackRange>16.0000</AutoAttackRange>
		<UnitAIType>RangedCombative</UnitAIType>
		<TrainPoints>30.0000</TrainPoints>
		<Bounty>15.0000</Bounty>
		<BuildBounty>15.0000</BuildBounty>
		<Cost resourcetype='Food'>90.0000</Cost>
		<Cost resourcetype='Gold'>60.0000</Cost>
		<AllowedAge>2</AllowedAge>
		<Armor type='Ranged' value='0.3000' />
		<UnitType>LogicalTypeHealed</UnitType>
		<UnitType>LogicalTypeValidSharpshoot</UnitType>
		<UnitType>LogicalTypeNeededForVictory</UnitType>
		<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
		<UnitType>LogicalTypeLandMilitary</UnitType>
		<UnitType>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>AbstractHeavyInfantry</UnitType>
		<UnitType>HasBountyValue</UnitType>
		<UnitType>Ranged</UnitType>
		<UnitType>AbstractGunpowderTrooper</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>Tracked</Flag>
		<Command column='0' page='10'>Garrison</Command>
		<Command column='1' page='10'>Stop</Command>
		<Command column='2' page='10'>Delete</Command>
		<Command column='3' page='10'>Patrol</Command>
		<Tactics>carabinero.tactics</Tactics>
		<ProtoAction>
			<Name>BuildingAttack</Name>
			<Damage>37.000000</Damage>
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			<ROF>3.000000</ROF>
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		<ProtoAction>
			<Name>DefendHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>DefendRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
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			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
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		</ProtoAction>
		<ProtoAction>
			<Name>MeleeHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractCavalry'>3.000000</DamageBonus>
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			<DamageBonus type='AbstractVillager'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
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			<DamageBonus type='AbstractVillager'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>StaggerRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
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			<ROF>3.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
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		</ProtoAction>
		<ProtoAction>
			<Name>VolleyHandAttack</Name>
			<Damage>10.000000</Damage>
			<DamageType>Hand</DamageType>
			<ROF>1.500000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
			<DamageBonus type='AbstractLightInfantry'>2.250000</DamageBonus>
			<DamageBonus type='AbstractVillager'>4.000000</DamageBonus>
		</ProtoAction>
		<ProtoAction>
			<Name>VolleyRangedAttack</Name>
			<Damage>15.000000</Damage>
			<DamageType>Ranged</DamageType>
			<MinRange>2.000000</MinRange>
			<MaxRange>12.000000</MaxRange>
			<ROF>2.000000</ROF>
			<DamageBonus type='AbstractHeavyCavalry'>3.000000</DamageBonus>
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		</ProtoAction>
	</Unit>
</Proto>